2015-6 Brytenwalda Reworked pulling together the best features of BW submods +

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Okay hey gdwitt! long time since I've been on here, I'm amazed at how much the project has grown.. I have a few questions: Am I supposed to launch this with WSE? If you could explain what this script extender does I would be grateful. Also, I've noticed that some buildings, in fact, only two have strange white graphic problems (don't know if you know what I mean). It's like the trims are white, its definitely graphical. Any ideas on why this is happening?
PS: what I've done so far is downloaded v24 old version (as it says on nexus) then i got the patch and finally I go the music. Is this the correct way?
EDIT: i get a error when launching WSE. it says i'm missing a certain dll file, I believe modex dll?
 
Briefly tonight:
WSE has 2 big advantages: the flails look realistic and the troops respond appropriately to the "use blunts" order. If those don't interest you,  no need to use it.
You can convert to WSE at any point in a campaign.

The white trims means that a resource file did not load correctly. Either you're missing one or there is a duplicate.
Send your rgl.log or self-diagnose.

The WSE error is common. You need to read the read me file and install again. The wse file needs to be correctly located along with the support files for it to launch.

You launch from WSE, not STEAM or your warband.exe.

Patches: I have an unposted patch that I'm slowly working on. It is higher up in this thread. I'll post it to Nexus mods this week but you can get it with dropbox link now.
 
I have a new patch almost ready.
I revamped Mercenary tavern recruitment to handle the old duplicate bug.
The duplicate bug had a troop that would want to either join you and echo the quote of a nearby mercenary.
In older editions, he would try to attack you in the tavern.
Now I have a 2nd "local" non-merc party you can recruit.
They are smaller groups, but their size scales up with your player level.

Because there are 25 new merc troops from local ethnic groups, I can customize them in the future.
For now, they look like the local troops and you can promote them and merge them with the normal lower troops.
You probably know the the local troops are a much better deal at high levels than mercenaries.

I had to redo troops.txt so this "might" mess up savegames.
I will try to release a dropbox version here tonite that will be savegame compatible
I want to push this version out to Steam and up to Nexus as a new version.
 
My New Version code release has been delayed until Tuesday, August 2.
I fixed one bug but earned another.
Let me know if you have any other requests.
 
gdwitt said:
I want to push this version out to Steam and up to Nexus as a new version.

Your going to be releasing this on steam? I assume it will be along with music?

also how do you put "Submod for BWReworked 74 new companions" into the mod just copy and paste over Standalone files? it seems to bug out with error codes if you do that and the AI starts acting weird
 
Hi gdwitt, nice to see you are going to steam. I'm very busy with RL stuff but I hope you could fix that holding bug. If not, it is not a big deal i hope. ^^
Also would be nice if you can link the others with their steam account to the mod on steam. I do not want to earn much credit or so but for me it would be nice to get some more steam lvl ^^ also i would like to help, answer questions on steam if there are many. I will PM you my steam adress. Good Job, Good luck!
 
gdwitt said:
Let me know if you have any other requests.

Is it possible for you to add in a minimap option in the mod menu and a hp bar to enemies like in floris and ACOK? it doesn't even need to be on default just a toggle
 
gdwitt said:
My New Version code release has been delayed until Tuesday, August 2.
I fixed one bug but earned another.
Let me know if you have any other requests.

I suppose it's not done yet, was kinda anticipating the patch yesterday. Any chance you will release it later this week.

By the way, thanks for still working on Brytenwalda and keeping it alive.
 
Here is the link to download the latest version of Reworked.
http://www.nexusmods.com/mbwarband/mods/5994/?
Testers are needed; there might be a few strays, but overall it works great.
===================
If you downloaded it before 4pm US EST, I have changed the script for wage calculation and have a new troops file.
The latest versions are uploaded on Nexus now.
Here is a link for the latest troops file:
https://www.dropbox.com/s/ic3htbo75y4rmve/module_troops.py?dl=0

Future releases will be savegame compatible. I think this version is savegame compatible with the versions from this morning.
 
I'm working on a Steam compatible version to release tonight.
It's more like a patch.
My aim is 1am US EST.

The mod is released on Steam!!
Steam appears to have uploaded all my files: normal, visual, music and the WSE file system.
Let me know if anything is missing.

WSW is important for this mod; be sure to read and watch the new tutorial for this new system!
 
I just posted a new release of version 25 on Steam.
However, the Steam uploader is broken and no one seems to know how to fix it.
The Steam version features revised Scripts for combat, troops and itemkinds.
I have greatly proved the weapon toggle feature; troops don't hesitate as much.
Hootman fixed a scene problem.
Columbus helped reduce the number of item_kinds to 1290 from 1400.
=================
On "use blunts":
The WSE scripts for blunt weapons works much better; your troops, including the cav, will continue to attack without hesitating and fisting.
They don't switch weapons; the WSE allows me to alter the damage to 60% and make all troops with the affected weapons blunt.
Blunt weapons don't get the 60% penalty.
Cavalry is now equipped with blunt weapons if you don't bother with WSE
=============
WSE is included in this download.
It is easier to install.
I even have a link to a video on how to install it in 30 seconds.
==========
If you started a game last week, use the included "longform" item_kinds1 for 1400 items.


Mod link: http://www.nexusmods.com/mbwarband/mods/5994/?
 
Patch B with many cool new features and fixes will be released on Sunday morning.
Includes so far:
No Village Cattle fix
Item fixes
Revised (much improved) tournament awards. Basically, you will get an item reward 90% of the time. However, the quality of the reward will depend on your level (or should it be  renown?)
New tweaks to the tavern mercenary scripts
A new resource from Hoot
A fix to the Outlaw Bandit lair
All bandits and ethnic recruit will now fight with weapons. I found a new script that forces any troop type to use a polearm (sorry no axes) instead of their fists. They will be harder to take down.

If you send me something on Saturday, I'll try to include it.
 
Urien said:
Historical Accuracy in this time period is highly contentious to say the least.

Relatively little is known for certain about the material culture of the period in most parts of the British isles for most of the cultures postulated.

If you follow the archeological and historical academic literature you will find that even the traditionally defined historic narratives and ethnic groups of the supposed Anglo-Saxon conquest are in doubt, many of the early dynasties and migration and settlement tales of these cultures are seen now as largely mythically derived, and later political and dynastic expediency has motivated the refashioning of History. Even Academia has been involved in discourse which is often motivated as much by the 19th - early 20th  century ideals of racial superiority and purity, and modern cultural sentiments of English ascendancy or Celtic nationalisms, and the evidence in academia has been manipulated and misused over the years.

So this game can only be a subjective attempt to portray a subjective view of what might have been fairly historically accurate - If we say we want accuracy. The most unrealistic aspect of the game is the unlimited cash based market economy. The cash economy collapsed in the mid 5th century when the flow of coins from roman mints to pay soldiers and officials had ended, and the debased currency often made by dodgy empoerors was deemed worthless. Its understandable, because wouldnt it be a pain swapping all your loot for food, hides, cattle etc at every village and even in towns quite a lot of the time - you can be damn sure nobody was forking out piles of silver coin for assorted boots, slings, bent spears, cracked shields and other trash loot in the dark ages!

In terms of weaponry, there is a signal problem in that iron does not survive well over such a long time for a number of reasons - It rusts, and it is easily reused, which would have been especially important in an era of economic decline and relative material poverty.

Chain mail could have been as common as in the game, epic poetry from the period implies large numbers of armored warriors in the elite, but some see this as poetic license.  Spears were certainly the most common weapon, archers were less common on the battlefield than later periods, but there were large numbers of throwing weapons including the francisca axe amongst some groups (not necessarily just franks!) including late romans and sub roman britains in the period immediately after the end of Roman rule.

Much of what is seen as 'Germanic' style equipment is in fact evolved from kit which is late roman in inspiration - the styles of helmet, buckles and personal adornments favoured by the 'germani' elite were largely direct copies of or inspired through contact with the late roman army, and so the late roman armies artistic styles and those of the near germanic tribes who interacted with them as both raiders and recruits, mercenaries or foderati became similar.

Anyway Ive ranted on enough but on the flail I will say that from what I have seen the Flail was never a particularly common in any time period, it is either a specialist custom made weapon, or, in some cases, was an agricultural tool adapted for use as a weapon - and this is in common with halberds and bill hooks, both of which were simp0ler and more practical weapons than the giant two handed threshing flails used by peasants. These two handed flails are attested in 16th C german fight manuals, they were used by some peasant rebels and low class religious radicals during the 16th C. Of course, we dont have many european fight manuals or weapon training manuals, I think none before the 15thC. 

I think it is unlikely they were used in the 6th - 7th C in Britain but if they were they would have been rare.

However, from a game point of view it was a good piece of work to make them possible, and they are relatively rare. Id certainly want  them in a medieval set mod just for **** and giggles.

I have never fought any enemy carrying a flail, and they are a rare occurrence in shops, I think only the specialist lordly armour vendors and the mystic merchant has them in this version, so if you dont like them, just dont buy them!

Dismissing everything from this period as lies or myths was part of the "we hate the Migration Period" Historian club. Now that that's calmed down, most people agree Hengest and Horsa, Ælle and Cerdic and even the family tree Woden (not the God) existed.
 
AelleCyning said:
Dismissing everything from this period as lies or myths was part of the "we hate the Migration Period" Historian club. Now that that's calmed down, most people agree Hengest and Horsa, Ælle and Cerdic and even the family tree Woden (not the God) existed.

Hi AelleCyning!

I haven't posted on this board for a few months but good to see it is still going strong and Gdwitt and others are working on the mod.

I was not dismissing everything about the characters you mention, or the migration period per se, just pointing out that there are very few of the things we think we know about the period can be seen as unassailable facts.

Many traditional narratives and assumptions based upon straight reading of scarce sources like Bede or Gildas, whose motivations were often far from what we see as the roles of a Historian today. I think part of the draw of the period is its uncertainty, and though archeology has made many advances, as has textual analysis and critique of historical sources, to a certain extent you have to pick and choose the argument you find most appealing and persuasive.

My thoughts on the migration period, and I am by no means a specialist, I would restrict to the British Isles (a culturally and politically loaded expression!) as the area I have followed the academic experts most thoroughly; I would tend to believe in a limited, small to medium anglo-saxon migration in most of eastern England and Scotland in the 4th - 7th centuries, except in certain areas such as East Anglia, where a more widespread migration probably occurred, and this often was a process of elite substitution and acculturation.

I checked out your project and would be interested in offering any help I can, though I need to do some work here for Gdwitt as well! I will post in your thread after I have read through it.

 
Well, I'm about to take the plunge on this one. Frankly, I've avoided all the Brytenwalda improvements, simply because I was too suspicious of them. :oops: Now that I've finally read the first post carefully, I realize I am probably wrong. I'll let you know soon.
 
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