Trechor said:
Meh, alright then. Its just impossible to rob a castle when it actually has players in it because of this, unless they are all new and they have no idea about lockpicking. Maybe you could just lower the distance its heard? I don't know if this is possible.
Unfortunately the M&B 3D positional audio system leaves much to be desired, so it seems the sounds can be made to be heard all over the scene, or almost inaudible even when right next to the source (the volume doesn't fall off with distance appropriately, especially noticable with large scenes and sounds like horse galloping); the sound system also doesn't take into account walls in between. Maybe the sound could be made a bit quieter overall, though.
Arel37 said:
1-Polearm overhead thrust for both One-Handed(spear with a shield) and Two-Handed (pikes and other no shield polearms)
The mods that implement those alternate spear animations are generally focused on an earlier historical period, so they sacrifice animations for other weapon types in exchange, such as two handed or one handed sword stabs (combat animations are hard coded in this engine: you can't add new, only replace and swap around). This mod is focused on adding new game modes using the Native Warband setting and combat system (with slight tweaks); for other settings and combat system changes see other mods based on PW.
Arel37 said:
2-When you drop a pavise it will deployed
That method spawns an unbounded number of scene props based on player actions, which is a very bad idea for this type of game mode: I have explained the reasons in detail many times in this thread, and the summary is that it causes crippling lag over time.
Don4Key said:
I have a suggestion for the mod Can u make an assassin class maybe it would be really cool I think that the class can poison weapons but if u think it's not so good for this mod some more poisoned weapons would be cool like poisoned bolts/arrows
I generally try to keep quite a factual and realistic feel with the troop types and items, not catering specifically for things that tend towards fantasy: a realistic assassin would be much the same as any other footman, archer, or what have you, the "assassin" part based on what they did rather than anything special about what they are. People are still free to invent whatever special character style they want, and then try play it out. Poison arrows were never implemented because of game engine limitations: they could be used with any bow, and the module system operations dealing with ammo are not very robust, meaning that there are many possible ways of duping arrows for an unlimited highly effective weapon.
pacte22 said:
I can play the Native game just fine, but when I try to start the game with the mod Persistant World my game craches in the loading screen. Then it says : Unable to open file :Module/PW_4.5.1/Ressource/pw_shaders.brf
Does that file exist in your PW module installation? Are you using Windows or the Steam Mac / Linux version?
Don't double or triple post the same message to multiple places: it makes me less inclined to try help.
32lemontree said:
I only have one problem, I have a small black srceen welcoming me to the mod each time I join the server. It seems like some type of graphical bug and I cant seem to fix it. Any suggestions?
You might be meaning the local / faction chat overlay: either press F10 to toggle it, or use the action menu (default key "c"). The chat overlay is useful for seeing the last chat messages near your character, even if they scroll off the normal chat area quickly from lots of death messages or global chat spam. You can also edit the character profile you use to play PW - where in Native you would select your personal banner, in PW you can set some configuration options that will be applied each time you start the game (but bear in mind that you will get error messages and a different banner if you use that profile for Native or another mod afterwards).