SP Musket Era 1631: The Thirty Years' War - A near-complete overhaul of WFAS (UPDATED 29/12/2024)

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(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.
Towns, Castles, and 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. Introduces a wealth of unique world-building features that greatly expand on the base game. 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
Moddb link: https://www.moddb.com/mods/1631-the-thirty-years-war
Mediafire mirror: https://www.mediafire.com/file/4f75f9pi86u8bqj/30yw+v034.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: 0.3.5
0.3.5: Winters now affect the environment
- Scenes will periodically be snow-covered during the winter.
- You can now earn promotions after time spent enlisted in a Lord's party while having high Leadership.
- Added a new short storyline Quest for Sweden.
- Buffed the Cravats by giving them proper armour. They should also be more common in Habsburg armies now.
- Food now no longer rots in January and February.
- Disabled the vanilla wagon fort function due to poor AI performance.
- Some cosmetic changes to the game map, among other things to make it clearer where there is impassable terrain.
- Fixed broken AI performances on Antwerpen's demolished wall scene.
- Fixed the softlock that occurs when your Caravan reaches its destination, and prompts you to buy a trade license.
- Fixed the broken dialogue that starts if you help Traveller Parties defeat Bandits.
- Fixed a bug where you could go to church or to your house in a Town even if held prisoner.
- All types of Bandits are now hostile to everything.
- Visual changes to the unclothed character model's legs.
- Added an option to recruit troops remotely also while enlisted if you are part of a Faction (and of at least Lieutenant rank).
- You now need either at least 40 Renown or 15 Renown from equipped clothing in order to interact with Merchant Guilds.
- New banners for French Lords, many of whom up to this point have been using Tatar ones.
- Fixed a spelling error in General Philippe de la Mothe-Houdancourt's name.
- Osnaburg (English name) has been renamed Osnabruck.
- Removed the option for "historical diplomacy" as system has been replaced by more dynamic and rational wars.

0.3.4: More bug fixes
- Fixed a glitch where the initial reluctance of Lords of certain Factions to make peace or war with specific other Factions did not decay over time.
- Fixed a glitch where a Town having tolls on goods would actually raise the chance of it getting +1 Prosperity when a Caravan arrives. It now reduces the chance, as intended.
- Fixed a glitch where you would get stuck on the screen telling you church service is over, when talking to the Preacher in an army camp.
- Nerfed the reward of some Mayor Quests, which were bordering on overpowered.
- The dialogue for the Hunt Down Fugitive Quest now correctly states you will get a reward of 3000 thaler instead of 300.
- Buffed the money reward for the Kill Local Merchant Quest.
- Reduced the number of Beer and Wine items needed for the Supplies for a Feast Quest, and buffed its reward.

0.3.3: Advanced diplomacy and more bug fixes
- Improved diplomacy: War and peace is now dictated by the will of individual Lords in Factions, who may be for or against war with a specific Faction. When the combined Renown of the pro-war Lords outnumbers the Renown of the anti-war Lords, the Faction will declare war. The player can persuade individual Lords for or against hostilities.
- There are now field preachers in army camps and barracks on Sunday mornings, so you can still boost your Piety while unable to go to church in a Town.
- Added parties of travellers on the map, that go between locations. These can either be robbed for money, or joined when you are weak for some extra protection against bandits.
- You can now join Caravans or Metayers on their journey between Towns and Villages for some protection from bandits.
- Tweaked AI priority slightly, so Lords should be more likely to siege Towns and Castles that originally belonged to their Faction.
- You now get an XP boost when escaping as a prisoner of a party.
- Fixed an issue where dying against Bandits occupying a Village counted as a defeat, even if your troops win the battle.
- Fixed a glitch where the season would incorrectly be identified as winter, causing the player to be freezing.
- Fixed a glitch where Quests would only get the day of the week written in its description, instead of instructions.
- Fixed a glitch where Bandits in Towns would still be using their normal weapons, even if the Town has a policy of disarmament.
- Fixed a dialogue glitch when asking if player can have peace with a Faction you have attacked.

0.3.2: Weekdays and bugfixes
- Dates now also show the day of the week, to make it easier to plan for church attendance.
- Fixed a glitch where no Towns would ever accept Protestants for church service, even if they were majority Protestant.

0.3.1: Bug fixes and slight rebalances
- You can now recruit troops remotely as long as you are in a Faction, and not just if you own a fief.
- Travellers in Taverns now tell you if there are Ransom Brokers or Booksellers in nearby Towns.
- Wallenstein and Tilly now have increased Renown and start the game with more troops in their parties, to buff to the Habsburgs Faction.
- Significantly raised the gold reward for plundering a Village.
- Swedish Mounted Infantry now count as cavalry instead of marksmen (for real this time).
- Nerfed Hilde and Pierre. Finding and hiring Hilde as soon as possible was too much of a no-brainer.
- Buffed Dutch militia troops, including giving better muskets. They are now markedly better than other Factions' militias.
- Ladies that you are courting can now not switch their location while they are waiting for you to meet them in a particular Town.
- Fixed the player being able to attend church service in Protestant Castles as a Catholic.
- Fixed a glitch where Towns would abolish tolls despite not having any tolls.
- Fixed a glitch where the menu to repay loans would repay *all* your active loans, instead of only those that are due.
- Fixed a glitch where characters' opinion of the player could exceed 100 due to high Piety, breaking part of the dialogue interface.

0.3: Major new feature
- Lords and Merchants can now subsidise 3/4 of your weekly troop expenses and settle your debts, if you have good enough relations (with Merchants you need to be married to his daughter). This is to complement the greatly increased maintenance cost.
- Redone loaning system: Merchant Guilds (called Stock Markets in Dutch Towns) have an entirely new, more transparent and more useful system for the player to borrow money.
- Merchant Guilds no longer store money for the player like a bank. Instead, the player can bury money in Hidden Caches on the map with a new option in the 'Camp' menu, to protect them from bandits and robbers. You can also give money to your spouse for safekeeping.
- Improved captivity: Being captured by an enemy party is now a lot more interactive, giving you options to perform an escape, or to earn your freedom (such as having your family pay a ransom).
- No more permanent losses: Items lost to enemy parties are now temporarily stored, allowing you to recover them by escaping, or killing the party afterwards. Money given to bandit parties is stored permanently, or until the party is destroyed.
- Piety: A new value that yields additional relations with npcs (up to +5) and boosts Party Morale, if kept high. Piety is gained from attending church weekly and a handful of other actions. Low Piety gives as much as -10 penalty to relations with npcs.
- Remote recruitment: When you are part of a Faction you can recruit troops from Towns and Castles through the Camp menu, which will then travel to join up with your party automatically.
- Battle continuation: It's not over just because you are knocked unconscious. Battles now continue with Zephilinox' Deathcam.
- Trade license is now purchased from Merchant Guilds instead of Mayors, and can be bought at any point in the game.
- Armour and clothing Renown bonus is now stated in the item's tooltip.
- You now receive a (very) valuable and exclusive armour, weapon, or horse as a gift from a friendly Lord when you get married.
- You no longer need to have food in your inventory while enlisted, if you are of at least military rank 3 (Captain).
- The menu when enlisted as a soldier now gives more information about what your followed party is doing, e.g. which Town it is travelling to.
- Raised the party size bonus gained from military ranks. Your party size limit is now increased by up 80, at the highest military rank (Commandant).
- You can now ask soldiers in the barrack for food when enlisted to parties stationed in Towns and Castles.
- When hired by a family in a Town or Village, up to four random npcs are now generated, aside from the family. They offer you unique services, depending on their professions.
- Added Czech cultural names that randomly generated npcs in Bohemian Towns and Villages can have, instead of German names.
- Habsburg Monarchy now starts with significantly more troops in their Towns and Castles. This is to prevent them from being steamrolled within the first months.
- Garrisoned troops now only cost 1/4 of their normal maintenance, instead of just 1/2.
- You now have to pay wages to your soldiers even while hired or enlisted (when enlisted, this only applies to garrisoned troops, and not to troops in your own party).
- You are now notified with a dialog box if a Lord prisoner escapes from you, instead of only with an easily miss-able line of text in the log.
- When summoned to join a campaign by your Faction's Marshal, the message now tells you where the Marshal is currently headed, to make it easier to find him. If you stray too far from your Marshal during a campaign, the messages telling you to rejoin him will also tell you where he is.
- Character notes now contain information on family relations, to make it easier to check whom is related to whom.
- Town notes now contain information about local Policies that affect trading, and the religious make-up of the population.
- All npc relation value checks in the game are now affected by things such as player Honor, Piety, and if the npc is Quarrelsome (modifiers such as these were skipped in most checks due to lazy coding).
- More than tripled the money paid every week from rulers whom you are fighting as a mercenary party for.
- Raised the gold reward for several Mayor Quests.
- Extended the timer for the Deliver Wine/Beer Quest from 7 to 14 days, since the slower party travel speed could sometimes make it impossible.
- Money gained from selling prisoners raised to be about five times higher.
- Made prisoner recruitment a viable strategy to grow your party by strongly reducing the Morale penalty from recruiting, and made it less likely that recruited prisoners will desert you.
- Guards in Towns no longer harass you for being a heretic if you are an enlisted soldier.
- It is now possible to escape from guards harassing you for your religion by pressing tab when far away from them.
- You must now part with your weapons also in Taverns, in Towns that have a disarmament policy. Sword fights with Pub Visitors in these Towns are now fought with sticks.
- Added "Catholic" to the name of the Habsburg Monarchy's Mounted Infantry.
- Fixed Swedish Mounted Infantry counting as Marksmen instead of Cavalry.
- Fixed a glitch where you would get Protestant recruits from Catholic Villages in Germany.
- Fixed a glitch where two farmer or merchant household member slots could be occupied by the same npc, cloning them.
- Fixed a glitch where randomly named female npcs in French Towns and Villages could be named "sir".
- Fixed a glitch where robbers in Towns would not appear if the player was between level 8 and 11.
- Fixed a glitch from vanilla where you could kill garrisoned troops and even the Mayor when visiting a Castle/Fortress courtyard.
- Fixed a glitch where Companions would sometimes give the wrong dialogue when in a combat situation in a Town or Village.
- Fixed a dialogue glitch when games decides where to hold wedding between player and noble Lady.
- Fixed a glitch where the Save Your Village Quest would indefinitely be "failed" if you are defeated by the Bandits occupying the Village.
- Fixed an oversight where some of the Black/Full Armours did not yield Renown bonuses.
- Fixed an incorrect string call when meeting a noble Lady in garden.
- Fixed an incorrect string call when talking to a Merchant after having married his daughter.
- Fixed an incorrect string call when telling spouse to move to a different location.
- Fixed an incorrect string call when asking Commoners about their Lord's reputation, if the Lord is 'selfrighteous'.
- Fixed an oversight where you would not actually switch side when offering a Faction ruler to defect to him as a mercenary.
- Changed two strings Lords may say when you've joined their Faction, so they no longer say some nonsense about you having spared them in a previous battle.
- Fixed a glitch where you could get prosecuted for killing the Bandits attacking a Village during the peasant training Quest.
- Fixed a glitch where you get prosecuted for murder when defending Farmers or Caravans.
- Fixed a residue from vanilla where the wife of Elector Maximilian of Bavaria could not appear in lord's hall scenes.
- Removed another residue from vanilla, that started some Cossack storyline Quest when pillaging Osnaburg.
- Finally got rid of Colonel Zagloba and Mamai (both previously renamed "Slavic Man") appearing in taverns as they serve no purpose in this mod.
- Buffed the Pitchfork and Scythe weapons. Also buffed Stones again, quite considerably.
- The banner selection menu now appears instantly when you start a new save as a landless noble.

FULL FEATURE LIST
Major new features:
  • Life in the field: 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. Towns and Villages that you work in also have randomly generated side characters who can offer you different services.
  • Marriage: 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 also get courted by and married to male nobles as a female player, giving you a Renown boost depending the Lord you marry.
  • Family matters: Troop maintenance is five times (yes, five times) more expensive in this mod, but the key is getting friendly lords or merchants to subsidise your soldiers, and pay off your debts. This is significantly easier if you are married into their family.
  • Improved captivity: Getting captured by the enemy now offers you options and actual gameplay, allowing you to escape. All items and money lost when captured can now also be recovered.
  • Religion and Piety: The player has to choose a religion when starting the game, and your choice affects how you interact with certain Lords and Towns. Piety, gained from attending church weekly and a handful of other actions, is a new value that yields additional relations with Lords and boosts Party Morale.
  • Predictable diplomacy: Wars are now dictated by the 'public opinion' of Lords. The player can persuade individual Lords to go to war or to make peace, shaping the politics between the Factions.
  • You can buy a home in each Town on the map, where you can store items. Being a citizen of a Town also allows you to attend the local church.
  • 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.
  • 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:
  • Scenes are periodically snowy during the winter.
  • 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".)
  • Remote recruitment: When you are part of a Faction you can recruit troops from Towns and Castles through the Camp menu, which will then travel to join up with your party automatically.
  • You can ask to join Caravans, peasant groups, or small parties of travellers on their way to certain locations in order to travel safe from bandits.
  • You can bury money in a hidden cache on the map (through the Camp menu), to keep it safe should you get captured or robbed.
  • 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.
  • A handful of historical Quests accessible by asking Lords for "special missions" (more to come in the future).
  • 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.
  • Deathcam so battles continue even when the player has fallen.

Changes to vanilla features:
  • An entirely new and more transparent system for loaning money from Merchant Guilds. Merchant Guilds also sell trading licenses, which are necessary to trade in some Towns.
  • 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.
  • Food does not rot in January and February due to the cold.
  • Women are slightly shorter than men.
  • There are children and teenager npcs.
  • New screen for selecting character and game settings.
  • Tutorial has been disabled.
  • Wagon forts have been disabled due to poor AI performance.
  • Movement speed on map has been halved to make army logistics more challenging.
  • Garrisoned troop maintenance is 1/4 of normal maintenance, instead of just half. This way the five times higher wages are less painful when you have many holdings than they could have been.
  • Taking and ransoming prisoners is much more lucrative.
  • 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.
  • 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
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Children running in the street.
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An army camp in the field. You can join a Lord's party as a soldier.
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A wedding between the player and a Lord's daughter.
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The French Royal Guard at the court of king Louis XIII.
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A battle at sea.
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The city of Paris.
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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.
 
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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 ! ).
 
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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 ).
 
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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.
 
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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 !
 
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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.
 
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