SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

Which do you prefer?

  • The books

    Votes: 888 51.2%
  • The show

    Votes: 847 48.8%

  • Total voters
    1,735

Users who are viewing this thread

:wink:
kezriak said:
Has anyone tried (successfully) to merge A World of Ice and Fire with this one? Love the overall design of this one but I'm really digging the armors available in A World of Ice and Fire

Took a day or so. Though I tend to procrastinate rather often :grin:. You can do this yourself by messing around with Morgh´s editor

http://i.imgur.com/aiPyZld.jpg

http://i.imgur.com/MS78cqf.jpg

http://i.imgur.com/OhGJgf6.jpg

http://i.imgur.com/ih77bzv.jpg

http://i.imgur.com/ix4xHd0.jpg

http://i.imgur.com/PqpAwAn.jpg

http://i.imgur.com/vEvEJ36.jpg

Replaced nearly every faction armor in the game with armor from the AWOIAF mod. Including using some armor and items from other mods (such as it was the case with the Heavy Vale Knight). Those aren´t all changed units of course. I´ve also added a seperate upgrade path for the North, so that the northern levy now either upgrades into northern units, or riverland units. Most of the unique port units now also have multiple upgrade paths. Such as the Lannisport Spearman, who now upgrades into the Lannisport Knight. Certain lords are now equipped with unique valyrian weapons, such as Maege Mormont, who now wields Longclaw, or Robb Stark who is equipped with the mighty Ice. (Unfortunately I don´t know how to make a script, for the player to be able to receive the weapons upon victory.)

The Free cities now have a larger variety of unique items, with Qohor selling superior swords and under rare circumstances also reforged valyrian swords, which are only second in damage to the actual valyrian swords, aquirable in quest or wielded by unique lords. Norvos is selling the best axes and so on.

This here is an piece of armor, which I actually took from the game itself:
http://i.imgur.com/X8vGu1f.jpg

There are dozen of fully textured armors, shields and helmets, which were in the resource folder, but simply weren´t implemented into the actual game. Maybe so for Cozur to release them in upcoming patches and claim that new pieces of armors were added to the game. Maybe I´am just terribly wrong, and they were simply not intended to be in the game. I dunno. I haven´t even started my own kingdom yet. Though considering all the posts, regarding broken diplomacy and economy, I really don´t know if I should

And everything needs to be repeated if 2.1 is being release :sad:. Really don´t know if I should update though. A new quest is being added and Sellsword Halberdiers are now nerfed (which I already did). Yet more castles and villages are beeing deleted as well as more weapons. I don´t get why.
 
Weazel.Sidekick said:
:wink:
kezriak said:
Has anyone tried (successfully) to merge A World of Ice and Fire with this one? Love the overall design of this one but I'm really digging the armors available in A World of Ice and Fire

Took a day or so. Though I tend to procrastinate rather often :grin:. You can do this yourself by messing around with Morgh´s editor

http://i.imgur.com/aiPyZld.jpg

http://i.imgur.com/MS78cqf.jpg

http://i.imgur.com/OhGJgf6.jpg

http://i.imgur.com/ih77bzv.jpg

http://i.imgur.com/ix4xHd0.jpg

http://i.imgur.com/PqpAwAn.jpg

http://i.imgur.com/vEvEJ36.jpg

Replaced nearly every faction armor in the game with armor from the AWOIAF mod. Including using some armor and items from other mods (such as it was the case with the Heavy Vale Knight). Those aren´t all changed units of course. I´ve also added a seperate upgrade path for the North, so that the northern levy now either upgrades into northern units, or riverland units. Most of the unique port units now also have multiple upgrade paths. Such as the Lannisport Spearman, who now upgrades into the Lannisport Knight. Certain lords are now equipped with unique valyrian weapons, such as Maege Mormont, who now wields Longclaw, or Robb Stark who is equipped with the mighty Ice. (Unfortunately I don´t know how to make a script, for the player to be able to receive the weapons upon victory.)

The Free cities now have a larger variety of unique items, with Qohor selling superior swords and under rare circumstances also reforged valyrian swords, which are only second in damage to the actual valyrian swords, aquirable in quest or wielded by unique lords. Norvos is selling the best axes and so on.

This here is an piece of armor, which I actually took from the game itself:
http://i.imgur.com/X8vGu1f.jpg

There are dozen of fully textured armors, shields and helmets, which were in the resource folder, but simply weren´t implemented into the actual game. Maybe so for Cozur to release them in upcoming patches and claim that new pieces of armors were added to the game. Maybe I´am just terribly wrong, and they were simply not intended to be in the game. I dunno. I haven´t even started my own kingdom yet. Though considering all the posts, regarding broken diplomacy and economy, I really don´t know if I should

And everything needs to be repeated if 2.1 is being release :sad:. Really don´t know if I should update though. A new quest is being added and Sellsword Halberdiers are now nerfed (which I already did). Yet more castles and villages are beeing deleted as well as more weapons. I don´t get why.

How do you take the armors in ASIF and put them in ACOK so that they can be used in morghs editor ?
 
Weazel.Sidekick said:
:wink:
kezriak said:
Has anyone tried (successfully) to merge A World of Ice and Fire with this one? Love the overall design of this one but I'm really digging the armors available in A World of Ice and Fire

Took a day or so. Though I tend to procrastinate rather often :grin:. You can do this yourself by messing around with Morgh´s editor

http://i.imgur.com/aiPyZld.jpg

http://i.imgur.com/MS78cqf.jpg

http://i.imgur.com/OhGJgf6.jpg

http://i.imgur.com/ih77bzv.jpg

http://i.imgur.com/ix4xHd0.jpg

http://i.imgur.com/PqpAwAn.jpg

http://i.imgur.com/vEvEJ36.jpg

Replaced nearly every faction armor in the game with armor from the AWOIAF mod. Including using some armor and items from other mods (such as it was the case with the Heavy Vale Knight). Those aren´t all changed units of course. I´ve also added a seperate upgrade path for the North, so that the northern levy now either upgrades into northern units, or riverland units. Most of the unique port units now also have multiple upgrade paths. Such as the Lannisport Spearman, who now upgrades into the Lannisport Knight. Certain lords are now equipped with unique valyrian weapons, such as Maege Mormont, who now wields Longclaw, or Robb Stark who is equipped with the mighty Ice. (Unfortunately I don´t know how to make a script, for the player to be able to receive the weapons upon victory.)

The Free cities now have a larger variety of unique items, with Qohor selling superior swords and under rare circumstances also reforged valyrian swords, which are only second in damage to the actual valyrian swords, aquirable in quest or wielded by unique lords. Norvos is selling the best axes and so on.

This here is an piece of armor, which I actually took from the game itself:
http://i.imgur.com/X8vGu1f.jpg

There are dozen of fully textured armors, shields and helmets, which were in the resource folder, but simply weren´t implemented into the actual game. Maybe so for Cozur to release them in upcoming patches and claim that new pieces of armors were added to the game. Maybe I´am just terribly wrong, and they were simply not intended to be in the game. I dunno. I haven´t even started my own kingdom yet. Though considering all the posts, regarding broken diplomacy and economy, I really don´t know if I should

And everything needs to be repeated if 2.1 is being release :sad:. Really don´t know if I should update though. A new quest is being added and Sellsword Halberdiers are now nerfed (which I already did). Yet more castles and villages are beeing deleted as well as more weapons. I don´t get why.


Amazing! everything looks cool excepted the lannister's horses (terrible textures)  and Targaryan's gloves and boots (they are vanilla ACOK items) that need to be recolored and maybe change the boots texture to these ones maybe (not in ACOK but there is a very similar model) http://static-6.nexusmods.com/15/images/190/3227114-1334509467.png
 
I don't know why but I always figured Lannisters would use crossbows more than bows. Like, The North, Iron Islands, and Dorne would use bows, while The Westerlands, Reach, Stormlands and Vale would use crossbows, and The Riverlands kind of a mix of the two.
 
Hired the tattered prince and my relations with him keep going down but he won't accept fiefs or anything, does it have something to do with the kingdom domestic policy?
 
VlkaFenryka said:
I don't know why but I always figured Lannisters would use crossbows more than bows. Like, The North, Iron Islands, and Dorne would use bows, while The Westerlands, Reach, Stormlands and Vale would use crossbows, and The Riverlands kind of a mix of the two.

Same, I always pictured the southern kingdoms/developed essos as using crossbows mostly.... Your point though?
 
Doom_Carrot said:
VlkaFenryka said:
I don't know why but I always figured Lannisters would use crossbows more than bows. Like, The North, Iron Islands, and Dorne would use bows, while The Westerlands, Reach, Stormlands and Vale would use crossbows, and The Riverlands kind of a mix of the two.

Same, I always pictured the southern kingdoms/developed essos as using crossbows mostly.... Your point though?

Personally, I've never been a fan of making each faction have unique levy troops. I just use Morgh's to create my own troop tree's and give most factions the choice of having both bowmen and crossbowmen. The North gets mounted archers instead of crossbowmen. Iron Islands get axe throwers instead of crossbows. And Dorne gets javelinmen instead of crossbows, and also mounted archers. I do the same thing for the basic melee troops. Westerlands can have pikemen, swordsmen, halberdmen, or spearmen. North gets pikemen, swordsmen, axemen, or spearmen. Dorne gets swordsmen, spearmen, two handed swordsmen (The curved 2-handed), and a light cavalry unit. Reach gets macemen, spearmen, glaivemen, and swordsmen. etc etc. I feel this allows for more variety and a little more strategy. So it depends less on what faction you join and more on how you choose to build your army composition.

Like someone said before, I think the best way to make the factions unique is to use more unique troops that can only be recruited in certain locations.

Edit: Oh and I really hope in the future we can recruit those unique troops more than just once. I would prefer if it worked the same as recruiting sellswords in Essos.
 
Doom_Carrot said:
VlkaFenryka said:
I don't know why but I always figured Lannisters would use crossbows more than bows. Like, The North, Iron Islands, and Dorne would use bows, while The Westerlands, Reach, Stormlands and Vale would use crossbows, and The Riverlands kind of a mix of the two.

Same, I always pictured the southern kingdoms/developed essos as using crossbows mostly.... Your point though?

Really just an observation, but in most of the ASOIAF mods its standard that most everyone uses longbows across the board. As far as gameplay though it makes no difference to me, just seeing what the general consensus was.
 
TonyBee said:
How do you take the armors in ASIF and put them in ACOK so that they can be used in morghs editor ?

Here you go

1. Download Morgh´s Editor, as well as openbrf. You will need openbrf, in order to view your resource files and choose the item you want to add

2. Look for the item you want to add in the resource folder of the mod. Sometimes it can be rather hard to locate your item of choice, as the exact item you´re looking for is hidden among all those .brf files. You therefore need to look it up manually, by opening the .brf files with OpenBrf. The resource folder can be found in the Module/Mod_Name/Resource folder of a mod. I will choose a model from the "A new dawn" mod for this. A pair of iron greaves/boots to be precise
(http://i.imgur.com/wrAPp1G.png)

3. Copy the desired .brf file into the ACOK resource folder.

4.As shown in the picture above, you will also need to find the texture of your item, which you then also need to copy into the ACOK texture folder. Which texture, belongs to which object, can be viewed in the other areas, which I encircled in red: The "Mate" section reveals the texture pairs, which you require for your object. The "Texture" section reveals every single texture related to the objects in this .brf file. The "Material" field on the other side lists the precise name of the texture necessary for this object. But note that you also need the Specular, as well as the Normalmap for the file. They´re nevertheless all listed in the "Mate" section. Obviously there might be certain exception, whereas the specular texture is for example borrowed from a data, which is also used for another similar item. Nevertheless if you simply copy every texture file listed on the mate section, you´re fine. 
(http://i.imgur.com/8frLbLM.png)

5. You need to do this with certain Resource files: Delete every "Structure", "Mate" and "Texture" line, which is not relating to your specific object. In my case, I require the bo_plate_boots3, bo_plate_boots3.lod1, bo_plate_boots3lod2 and the bo_plate_boots3lod3 line, and the textures related to it. Not every item has additional lod datas. However under rare circumstances, lod datas might be also saved in a seperate .brf file. So far, I encountered this only in the "Rome at War" mod. In that case you also need to add the lod brf. file into your resource folder, as well as adding it to your module.ini

6. Now open your module.ini file and add the following line under the last line of the #Item section: load_mod_resource = (name of your resource file)
(http://i.imgur.com/wW7oQZs.png)

7. Next open Morghs Editor and go into the Item Editor. There you will need to look for an item, equivalent or really similiar to your item. If you´re for example adding a horse, look for a horse among all the item datas which stats approximately matches your custom horse. Then press on the "add" button. Price, name, attributes and abundance can be adjusted on the section right. If you want the item to be sold on the market, you need to tick the "merchandise" box on the first table chart of the item editor. You can even set the faction culture of the item, so that they´re for example only sold in one specific kingdom. Make sure though that you update, and save before closing the editor
(http://i.imgur.com/c3M34MO.png)

8. Now you need to make the game load up the model and its texture: Go into the item.txt file of ACOK, and look for the item which you´ve just recently added. There are a lot of number and other stuff, but the only important section for us, is this part over here (encircled in red):
(http://i.imgur.com/CGE9TeN.png)
It shows, which model the game is loading up. You need to change it, to the model name, shown in the .brf file. In my case its "bo_plate_boots3". Don´t change any other value. You would mess up your game.

9. Basically you´re done. Go into the troop editor section of Morgh´s Editor to add the item to your unit of choice. The troop editor section of ACOK is nevertheless rather messy. You won´t for example find Vale units, by just typing in "Vale" in the search bar below. This is due to the faction units being named after sarranid units, possibly from another mod, like Floris. Hasn´t been changed ever since.
(http://i.imgur.com/fSeby74.png)
You could just change the name if you want. Though I´am afraid that some sort of script is related to certain units. So I keep my hands of it. Don´t forget to update, and save your units. The process is similar to how you would add an item in morghs. NEVER use one of the placeholder units, which are listed on the editor section. Always add if you want to make a new unit.

10. Sometimes your item won´t show up. In this case, it is due to the item range being fixed, for whatever reason. In that case you would need to increase your item range manually in the menu.txt file. You should look this up on the web, if thats your problem.
 
In order to nerf hallbardier, I suggest giving them breastplates and barbutes or morions, then they will have less armor, and no castel-forged weapons.
http://maitre.dragon.free.fr/images/warhammer/carrieres/234.gif
 
who think those helmets would look nice in ACOK?
http://www.google.fr/url?source=imglanding&ct=img&q=http://www.bestarmour.com/armour/armour_5b.jpg&sa=X&ei=U61UVdHsGsm0UZqigMAP&ved=0CAkQ8wc4DQ&usg=AFQjCNHcGWU5xteSGVNHITUHP7XnqK7bCA
http://www.google.fr/url?source=imglanding&ct=img&q=http://upload.wikimedia.org/wikipedia/commons/7/71/Barbuta.jpg&sa=X&ei=jK1UVZbVN8i0UdPcgeAH&ved=0CAkQ8wc&usg=AFQjCNHdpIrXXOUgkbj9_F1vkpE-5hYvrg

Weazel.Sidekick posted a picture with an Barbute with a vale knight

Also Kingsguard helmets are also Barbutes
 
It's a shame you can't do unnatural hair colors for Tyroshis, and face tattoos for Volantenes, and crazy hair shapes for any Ghiscaris from Slaver's Bay. I really can't wait for 2.1, it's killing me!

Edit: Also, I spoke earlier about it but let me go on record saying that I like the fact that as soon as I stamped out The Stormlands (as a merc with Stannis) they popped right back up a couple of days later solely at war with Dragonstone. Hopefully that doesn't get changed in 2.1.
 
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