SP Native Diplomacy 4.litdum (v1.7 has been released - 28.02.2023)

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@litdum is it possible for the villagers face to also be modded? I've been playing a mod that made their face better before this and I kinda dont like the vanilla face for the peasant woman. Can you mod the villagers faces as well? or at least show me how?
 
Hi everyone.
When I personally defend a city or castle from a siege, the besieging lords attack one at a time in sequence. I believe the normal behavior is to have a single battle against all the lords of the enemy army together, and not a battle with each attacking lord. Or is it intentional?
I apologize if I made some mistakes, English is not my native language.
 
Hello. Is it possible to somehow return the number of trees to standard values? From them my fps drops a lot. When I set the trees to low detail in the settings, they simply disappear and turn into invisible walls on the map) Sorry for my english, I use google translate) Thanks in advance
 
It may help to lower "Tree Degrade Distance". Btw even if "Tree Details" option is low, the trees shouldn't have disappeared.
Hello. I used WSE2 as I can safely use 250 units in a battle with it. I tried to switch to the original launcher, and indeed the trees do not disappear at low settings. But fps drops if more than 150 units(
 
Hello, is it possible in the future to implement QoL features like instant relationship bonus with lords that we fight with? So I do not have to talk to each of them? And making cows follow me in quests. Diplomacy works great, formations and battles feel really fresh, but the map sometimes appear quite empty. Will there be future versions? Thank you anyway for the mod, it is a very good overhaul, tied with Bannerpage imo.
 
Obvious bugs:
When you sit on the defensive, the attacking army does not go on the assault with the whole crowd, but in turn with detachments of lords. So, if there are 10-15 lords, the defense becomes extremely tiring. You can do a life hack - get out of the city / castle, let everyone get involved and then come to the rescue;
Auto loss calculation - something wrong, perhaps it is native bug;
Morality calculation. It isn't posiible to procedd if the squad has more than 100 units . The calculation itself seems to be correct, if you get into the report, but damn it, every day morality just falls by itself. If there are more than 175 units in the squad, then it is simply impossible to go through an insignificant path - 34 units fled the path from Dirim to Halmar with a morale of 36.
Player's fraction lord castle/town - if you left high quality units there, after a while, the garrison begins to decrease. Apparently this is done by analogy with other mods: the wealth of the lords does not allow them to keep units in possession. But for computer factions, garrisons never decrease. This feature makes the game balance bad
 
A few bugs to address, some of them game-breaking:

--As a female lord, storing troops in a husband's garrison causes stacks of them to get eaten by the script litdum_refresh_center_garrisons -1, which can literally cause player troops to vanish into thin air.
--The mid-game state is really poor because such measures were taken to reduce liege relation loss, it is nearly impossible to convince anyone to join your side; even debauched lords have decently high "relation with liege". In a vacuum. this is actually fine, but this is coupled with a huge bug that has existed since original Diplomacy. When you eliminate a faction, the lords from that faction disperse through the remaining factions, but NEVER join you. If lords are too happy with their lieges to join you, and they never join when you eliminate their factions, how are you supposed to build a nation? Either of these two things is fine in a vacuum; original Diplomacy allowed you to win displeased lords to your side, but the Litdum relation mechanics completely throw the game out of whack.
--The Chamberlain, Constable, and Chancellor do not follow you around and are stuck to your court, unlike original diplomacy.

Fixing these three problems would make this mod go from nearly unplayable to one of legendary quality, for me anyway.
 
If you are upset about the lack of lords you could leave a couple of fiefs in a nearly-destroyed faction. This way the fiefless lord would start loosing relationship with their liege(still, over time), but you will get your subjects eventually. Once again, it requires patience. Carefully maintain the overall relationships of a monarch and his lords and bid your time to start a faction. When you see a kingdom is shaky, at war with several other kingdoms, has few fiefs left and its lords are grumbling - it is the time to strike. You must have decent amount of right to rule to support your claim, high relations with the lords you want to acquire and some lordless holding you can grant. Other stuff such as honour(which can rise you relation with upstanding/good-natured lords to 100 without even interacting with them and once you hit 100 point you might just forget about honour and start taking lords you don't care about as prisoners), money and soldiers(advised to have 2.5/3 elite garrisoned armies 1 for your town, 1 for your convoy, 05/1 for auxiliary activities like a temporary garrison, instant reinforcements etc.) I believe it ultimately comes down to the combintaion of factors I've mentioned above + the presperity and security of your own lands. If you have a petty kingdom it is unlikely anyone would want to join you. It is also possible there is a hidden mechanic that doesn't allow you to get too many lords at a certain point when they just don't accept your invitations nor can be convinced(but it's quite improbable though).
This is what I have learned from my own experience in the past months. Hope it's helpful.

While all of your advice is certainly valid, a lot of it does not really apply to my gripes with the mod overall, I know how the mechanics of recruitment work. In my latest playthrough of litdum, I had a 93 RTR, about 10 fiefs open, and 170ish honor, but the problem is that every lord in a faction that is not on the brink of collapse has a positive relationship with his liege. You can have 100 relation and 99 RTR with any lord, but if you ask how they feel about their current liege and they reply "long may he live!", it does not matter, the conversation is over. Thus, when I broke off and started my new kingdom, I was alone with nobody willing to join. Even the "bad" personality lords, who can usually be counted on to turn to your side, were more than happy serving their lieges.

Thus, I pretty much did what you implied, grinded the Rhodoks down to one city alone and waited...and got 2 lords to defect after about 3 months (pne martial lord, one debauched); this process was not really fun nor immersive. Then the Swadians swooped in, took over Jelkala, and the Rhodoks faction dissolved, which I thought would allow me to get a bunch of stranded lords over to my side with the promise of fiefs. Only to find that nobody joined regardless of how many times I reloaded my save, regardless of using cheats just to see if them coming over was at all possible, but it is not. I even started a new game, did nothing for 3 months, and used the cheat menu to check everyone's relation with their liege just to see if such a phenomenon happened again, and surely enough, it did. Heck, they seemed to jump to the other 4 factions in an even distribution, even choosing the Nords, who also only had 1 city.

It is an oppressive game state that needs to be fixed for the mod to be even really playable, IMO, either by reverting the liege realtionship system to the one in Diplomacy or by making it VERY likely for orphaned lords to choose the player's faction as their new home if they happen to have a lot of lordless fiefs (but even then, you need to essentially survive alone until a faction dies, which is doable, but kind of annoying too).
 
Assumed bugs at start--
During the merchant quest attacking the hideout I was at one point unable to move at all, I could turn but not move, only sending my companions to charge into to finish it allowed me to finish the encounter.
I gathered my companions before finishing the merchant quest, it placed them all in the room and blocked the way to get to the merchant himself, since I couldn't leave until I talked to him I seemed to be stuck, eventually somehow I was able target him by jumping and pushing into my companions. But yeah, zzzzz

Reading a post or two previous to mine I see some really annoying diplomacy problems, recently I had been playing Bannerpage and also ran into some really awful problems with lords never leaving extinguished factions. So that's why I wanted to try this. Meh.
 
How do I edit the troop stats like my own stats by import/export? I suppose I need to do something in modules>native>troops.txt but

1- I want to do the changes in Diplomacy, not in native but I cannot find diplomacy in modules file

2- Even if I find the diplomacy's troop.txt the I dont exactly know which numbers I need to change
 
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@litdum Will there be any more updates to this mod? If so, could I suggest allowing the player to choose to buy a viking/sea raider ship at certain ports? Maybe limit it to like 30 men max and 10 men minimum to sail so it's more designed for raiding that sea patrolling? Have a viking character and would love to have a sea raider ship.
 
Is it possible to allow companions to have their own inventory in this pack like they do in Floris?
 
@litdum any chance we can add a custom troop trees if we start our own faction? With your amazing order system a custom troop tree will make it even more unique and more replayable
 
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This is a complete overhaul for Mount & Blade Warband, with the best possible graphics, artificial intelligence(AI), animations, sounds, battle mechanics, scenes, tons of features, millions of bug fixes and many other improvements that I can't list them all here. In addition to all these, it's been also aimed to get the highest performance from the game. Although diplomacy is just one of tons of improvements and features in the mod, the mod's name is Diplomacy 4.litdum because I had started modding a few years ago with the diplomacy, which was my favorite feature at that time. Also, I like the name Diplomacy.

FEATURES:
  • Diplomacy
    I assume basic Diplomacy features are already known. Many of that features are improved and fixed. Also many other features have been added. Some of them:
    • Cultural differences are more important.
    • Sending gift or caravans and relations with lords have been improved and fixed.
    • Diplomatic employees(chancellor, constable and chamberlain) differ based on the faction or culture you choose.
    • AutoSell, AutoBuy and AutoLoot have been fixed.
    • The options to rule kingdom when you are co-ruler(married to a pretender who has taken the throne) have been fixed and improved:
    mariage_pretender.jpg
    mariage_pretender2.jpg
    mariage_pretender3.jpg
    • And many other improvements and fixes...
  • New Feasts
    The feast system has been improved.
    • The relation change system has been modified and fixed.
    • New animations, foods and drinks for the lords and ladies who joined the feast:
    feast_suno2.jpg
    feast_suno.jpg
    feast_shariz.jpg
    feast_dhirim.jpg
    tulga_feast.jpg
    jelkala_feast.jpg
    praven_feast.jpg
  • Custom Banner
    You can create your banner with very detailed options.
    • You can select up to six banner charges among many.
    • You can change your banner charges' positions and sizes on your banner.
    • You can choose your banner's type, map flag type, background pattern etc.
    • And you can set the colors of all of these on very detailed color selection menu.
    custom_banner1.jpg
    custom_banner2.jpg
    custom_banner3.jpg
    custom_banner4.jpg
    custom_banner5.jpg
    custom_banner6.jpg
  • Formations & Field Battle AI
    This is new battle tactics, formations, orders and field battle AI, which I built on motomataru's Battle Tactics Kit. I had started to improve it to fix some bugs, but as a result, I have built a brand new artificial intelligence. Moreover, despite the AI that I've highly improved, it has now very little CPU usage and provides the maximum performance. I don't think this has been done any better for Warband so far!
    • Much more functional and smarter battle tactics AI.
    • Archers bugs have been fixed.
    • AI rotation problems have been fixed.
    • Troops immediately follow the new orders just like Native orders.
    • Formations can be used functionally by both player and AI. (As an example, when AI infantry in shielwall face enemy archers, they stand closer and take defend action with their shields.)
    • Fights between rival infantries in formation have been fixed and improved, also made easier for the player to get involved and more enjoyable.
    • A new AI has been created for spearwall so AI can use it properly and it has been made very effective.
  • PreBattle Orders & Deployment
    This includes some new orders such as weapon orders, crouching, skirmish, volley fire and spearwall, also AI additions and some options such as having bodyguards in towns, villages and castles and of course pre-battle orders and deployment options.
    • Archers bug with volley fire has been fixed.
    • AI can use crouch order.
    • Spearwall order and spear bracing for the player have been fixed and improved. (The new spearwall AI is already mentioned above.)
    • Weapon orders are persistent until the troops are ordered otherwise.
    • Split Troop Assigments have been fixed.
    • The option to choose who will join you at start has been fixed.
    • Real Deployment Phase has been added, which allows you to position your troops on the field before the battle begins.
    • Prebattle Order selection bugs have been fixed. You can give orders to your troops via the order screen, which can be reached with the "Plan your battle with the enemy" option on the battle menu.
    • Or you can prefer to give these orders on the battlefield before the battle begins, via the "Take the field" option on the battle menu.(Real Deployment Phase)
    • Or you can use both of them:
  • Naval Battles, Sea Travel & Sea Trade
    This includes sea travel, sea battle, sea trade, additional quests etc.
    • Trader ships have been fixed and improved and they can get into town ports.
    • Sea raiders and pirates have also been fixed.
    • Some sea quests have been added. If you have a ship in the town port, you can get some sea quests from the town's Guild Master.
    • You can loot trader ships or escort them for some money.
    • Highly improved sea battles:
  • New Castles
    Castles now have their own economy so the incomes from the castles are much more reasonable and not depending on only it's bounded village.
    • All of the castles have farms, houses, animals etc. in their courtyards.
    • Some quests are available from the Town Elders in castles.
    • Castles have their own people living in.
    • You can buy supplies from the castles as well.
    • In summary, now the castles are also alive and involved in the game and the economy.
    asugan_menu.jpg
    vaegir_knight_in_haringoth.jpg
    jelbegi.jpg
    ismirala.jpg
    sharwa.jpg
    uhhun.jpg
  • Freelancer
    This allows you to enlist in a lord's army as his soldier.
    • It has become much more enjoyable with the new battle tactics AI.
    • Equipment system has been improved.
    • The bug when other parties join the battle together with the commander's party has been fixed.
    • You will get payment for each enemy that you beat while in the army based on their levels.
    • The issue you being declarated as a deserter while your commander is a prisoner has been fixed.
    • If you don't give back all the equipments you have taken, while the promotion or leaving the army, you will be fired from the army as a thief. So, be sure you haven't sold or thrown out the equipments you've taken.
    • And many other improvements and fixes...
  • New Sieges & Siege AI
    Sieges have been improved and a new siege AI has been created. The AI is basically that attacker(besieger) archers decide whether to stand on the ground and fire or attack the walls, based on the current strength and position of the defenders, instead of attacking the walls directly.
    • Defender archers are a bit more effective, so it is a little more difficult to conquer a castle/town.
    • A new siege tower has been added.
    • Defender archers use flaming arrows.
    siege_knudarr.jpg
    siege_ismirala.jpg
  • Tournament Play Enhancement
    This is a brand new and detaily improved tournament gameplay, which changes the system for winning tournaments from "relying primarily on surviving to be the last man standing" to "earning points based upon performance with the winner being the participant with the most points accumulated".
    • Billions of bugs have been fixed.
    • Participants skills have been fixed to reasonable levels. Focused on competition in scoring rather than too strong participants. So tournaments have been made much more enjoyable.
    • Ranking display have real portraits of participants.
    • New, cultural and differentiate tournament equipments.
    • Cultural names and titles.
    • And billions of other fixes and improvements...
    tournament1.jpg
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  • New Kingdom AI & Inheritance System
    Kingdom AI has improved so that kingdoms are more stable. At least until the player advance enough to get involved in the things.
    • Kingdoms attach more importance to their original territory.
    • Marshals are replaced a little less frequently.
    • If a fief is a lord's starting land, the lord or his family has advantage to be granted this fief after it is gained back by their kingdom. (Inheritance System)
  • Item Improvement
    Weapons, armors and horses can be improved by speaking with the town merchants.
    modify_item1.jpg
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    modify_item_3.jpg
  • Using Auxiliary Player in Battle a.k.a. Bodysliding
    You can control another soldier in your party to continue the battle after you were knocked out.
  • Lords Changing Factions
    If you don't like seeing names such as Boyar Nuwas, Emir Klargus, Jarl Kramuk, you can turn off changing factions/being exiled/defection for vassals on "Diplomacy 4.litdum preferences" on the camp menu.
  • Lords Changing Cultures
    This allows the lords to use their new kingdom's culture while recruiting for their army after defection. This option is disabled by default. If you want it to be active, you need to enable it on "Diplomacy 4.litdum preferences" on the camp menu.
  • Bridge Battles
    If you are near or over a bridge on the map when the battle started, there will be the bridge in the battle scene.
    bridge_battle1.jpg
    bridge_battle2.jpg
    bridge_battle3.jpg
  • Tavern Animations
    There are musicians and townsmen/women sitting and drinking in taverns (tavern scenes are also modified with foods, drinks, tables and chairs).
    tavern_shariz.jpg
    tavern_uxkhal.jpg
  • Combat Animations
    These are new attack and defence animations.
  • Camels Frighten Horses
    Horses are afraid of camels and react(rearing), except for chargers and Sarranid horses. This has also been improved and fixed.
  • Changing Party Name
    You can change your party's name after your renown became 70.
  • Drinks in Taverns
    You can buy beers and wines talking tavernkeepers to increase your party's morale.
  • Selling Prisoner
    You can sell your prisoners to tavernkeepers as well.
  • Maximum Battle Size has been increased to 450
  • All the scenes have been overhauled to be unique
  • The ability to add titles to the end of your vassals' names
  • Adding troops to garrison from the parties accompanying the player
  • Overhead thrust with onehanded spear
  • Perfect troop tree presentation
  • Items have been seperated to the markets based on cultures they are used by
  • Troops have got better equipments at lower levels
  • Ethnic faces
  • The game will pause and warn you when your party detected enemies during fast travel
  • New blood and sound effects
  • Balanced kingdom strenghs
  • The darkness proplem has been solved
  • and millions more features, improvements and fixes that I don't even remember...


More Images:
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vaegir.1.jpg
vaegir2.jpg
village-ruldi.jpg
nord.jpg
shieldwall-nords.jpg
swadia-1.jpg
swadia-2.jpg
sarranid-1.jpg
sarranid-2.jpg
khergit2.jpg
khergit.jpg
kwynn.jpg



Download Links:





Installation:
Extract the folder into Mount&Blade Warband/Modules.






Optional Files (for v1.7):

-For DirectX7 to be available for the mod, extract this file into Mount&Blade Warband/Modules/Diplomacy 4.litdum. It will also remove some models which aren't compatible with DirectX7 such as feathers on some helmets. So, don't use this file, if you play with DirectX9:
Download

-The new text font might not be read in some operation systems. If the texts are not readable in your game, extract these folders into Mount&Blade Warband/Modules/Diplomacy 4.litdum to solve this problem:
Download

-If you want to return attack and defence animations to the Native ones, extract this file into Mount&Blade Warband/Modules/Diplomacy 4.litdum:
Download

-If you like to use previous female faces in v0.3 of the mod, extract this pack into Mount&Blade Warband/Modules/Diplomacy 4.litdum:
Download



The Mod's Banner/Signature:
signiture.jpg
Code:
[url=https://forums.taleworlds.com/index.php/topic,356426.0.html][IMG]http://media.moddb.com/images/mods/1/32/31280/signiture.jpg[/IMG][/url]

Hocam merhaba modun envanter kısmını hiç beğenmedim mavi renk uymamış acaba onu değiştirebilir miyim?
 
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