Gekokujo: Submods (Announce, Release, Comment, and Suggest)

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Duchess Skye

Regular
WBWF&SNW
I remember there to be a script that removes the random skirmisher equipment, but I can't for the love of god find it. Help would be appreciated
 

Duchess Skye

Regular
WBWF&SNW
Kissaki said:
TheMasteroDeath said:
RodriguesSting said:
Would be neat to have the emperor in the game, at least as an interactive NPC or a claimant.

I also would really enjoy having a ninja village (most likely the Iga Ikko, but you can make stuff up too) where you can recruit combat ninja (maybe no infiltration skills, just very good stats, athletics and light armor, a guerrilla troop) and maybe a nanban trade port somewhere.


S' not like it's very historical
Ninja are already in the game, though. Complete with all-black garb and ninja-to. Not very historical either. And there's also a sakabato in the game. Of course, these are all very easy to remove using the item and troop editors - seems a whole village would be a bit trickier to remove for those of us who are more... historically inclined.

Ye, I can deal with removing troops and items but scripts are way beyond me.
 
Hi I'm new to the forum (well, my acc is) so I don't know if I should post it here. However, I've been replacing some of the music played in Gekokujo but I've stumbled upon some native music ingame, which I can't seem to find in the music folder. It's the music played after a victory. Now, I did find a "victorious_neutral_1"-file in the folder, which I replaced with something of my own (after I renamed it "victorious_neutral_1"), what I later on converted from MP3 to OGG. Problem is, I still hear the native warband music being played and I don't know if there are multiple native sound/music files still being used in Gekokujo but I can't seem to find it/them. Could someone please help me??
 

roal.yr

Regular
It might be so that game is hardcoded to look for common (not module) files. Also it might be that you have to look into the module system.
 
could anyone be working on a more historically accurate (fun) version? Horse archers, grenades, fire rockets. Better equiped bandits, Ronin as bandits or mercs, more Sohei factions, pike Ashigaru, stronger ezo troops, more realistic agents, Maybe more reasonable (fictional) companions. 
 
Daimyo edition includes sogoroku, which in terms of realism, is about thirty steps back. Yes war fans were a thing, no I don't want to see them used on a battlefield. Kunai are not throwing weapons.Naruto runs are no acceptable. It also wrecks the early game, since recruits fail pretty hard against looters. 
 

PPQ_Purple

Knight
Personally I find them to be perfectly balanced in every way other than perhaps that the samurai are a bit too easy to get and support. The original mod maker had the idea of having each of them take up 2 slots instead of one and I think that this would basically do the job.
 
roal.yr said:
What do you think about Gekokujo 3.0 troops then?
I've played a good amount of 3 and 3.1, far more than suguroku and daimyo edition, which have some improvements but overall I can't stand them. Onto your questions:

Bandits are laughable. Looters are probably a little too weak and their choice of clothes doesn't seem correct. Still, I've positively delighted that nobody's throwing kunai.  The peasant man troop tree sucks a bit too hard. Agents are a waist of space. Rebel wise, there's one group where nobody has ranged and they're really easy pickings, but they're mostly fine.

No horse archers and no explosives are quite disappointing (have you played Suvarnabhumi Mahayuth), given both where common in the period.  I'm a little disappointed that so many companions have power throw because it's a useless stat.

It seems very obvious to me that you want samurai archers and ashigaru gunners, which is basically how history went, but I feel like there could be some improvement there. Maybe Samurai gunners should get better (nanban?) armour or a better melee to encourage a switch. Meanwhile, ashigaru archers... Oh why would anyone ever use such wretched things. I dislike the random chance of gun or archer, it's almost like units that sometimes have horses in native, but other than price (not a very realistic thing) I don't see any incentive that would have anyone grab ashigaru archers, apart from maybe otherwise better gear/melee (again, probably not a very historical thing, and you'd think gunners would have it easier because they're not investing in power draw) 

Ezo and Monks could do with a lot of expansion. Sohei are the unsung badasses of fuedal japan.
Ronin roaming with boken and robes is a weird choice, because ronin could find a lot of employment during the period. Those inspiring movies are edo period, correct?

There's some small details I'll be missing, but I'm time limited here so I'll add them later if necessary
 

PPQ_Purple

Knight
Innocent Flower said:
I've played a good amount of 3 and 3.1, far more than suguroku and daimyo edition, which have some improvements but overall I can't stand them.
Personally I dislike the submods because they change everything in the wrong ways. So I hope you don't mind if I provide some counter points. Let him figure out where he stands from that.

Bandits are laughable. Looters are probably a little too weak and their choice of clothes doesn't seem correct. Still, I've positively delighted that nobody's throwing kunai.  The peasant man troop tree sucks a bit too hard. Agents are a waist of space. Rebel wise, there's one group where nobody has ranged and they're really easy pickings, but they're mostly fine.
As far as bandits are concerned I find the regular 3.0 bandits to be perfectly fine.

Yes, the looters are a joke. But looters are supposed to be a joke. They are literally the training wheels bandit faction. And the other rebel factions like monk rebels, kinai rebels etc. are perfectly competent and appear in large enough numbers.

More importantly they are very well balanced for grinding XP and equipment at various character levels.

No horse archers and no explosives are quite disappointing (have you played Suvarnabhumi Mahayuth), given both where common in the period.  I'm a little disappointed that so many companions have power throw because it's a useless stat.
I'll give you explosives. Like I would love to see cannon introduced into the mod somehow.

But as far as horse archers are concerned they really weren't used that much in the period. I don't know if they were used at all in fact. Personally I like the approach that suguroku does with them by making them unique units for the female unit tree. It adds them in (because let's face it history or not cool is cool) but does so in a sideways fashion.

It seems very obvious to me that you want samurai archers and ashigaru gunners, which is basically how history went, but I feel like there could be some improvement there. Maybe Samurai gunners should get better (nanban?) armour or a better melee to encourage a switch. Meanwhile, ashigaru archers... Oh why would anyone ever use such wretched things. I dislike the random chance of gun or archer, it's almost like units that sometimes have horses in native, but other than price (not a very realistic thing) I don't see any incentive that would have anyone grab ashigaru archers, apart from maybe otherwise better gear/melee (again, probably not a very historical thing, and you'd think gunners would have it easier because they're not investing in power draw) 
You do realize that that everything you have said about history here is wrong?
In the period the Japanese did in fact use mixed archer and gun formations of ashigaru. And Samurai did in fact practice both archery and gunnery.

Gameplay balance of course are different story entirely. And yes, there needs to be more incentive to pick up ashigaru over samurai. But to say that the current setup is unhistorical is just false.

Ezo and Monks could do with a lot of expansion. Sohei are the unsung badasses of fuedal japan.
Ronin roaming with boken and robes is a weird choice, because ronin could find a lot of employment during the period. Those inspiring movies are edo period, correct?
True. Personally I had some big projects on that before giving it up so I definitively agree that they should be expanded. The Ezo weren't just a band of random tribesmen but a proper tribal nation that at times threaten to conquer Japan. In fact, the two major heroes of those wars are represented in the game through the two leaders of the tribal villages. So like google up their names.

Sadly in my research I could find any data on just what their armies should look like.


To be perfectly honest what I'd love to see is a version of his mod with no gameplay changes, just the fantastic graphics and performance upgrades. And than let people plug in their favorite submod on top of that. Or even a balance submod of his own. But like let me have the beauty with the regular 3.0.
 

roal.yr

Regular
I am thinking about adding a clan or two at the north. But not too many, since game is quite demanding on CPU and initial start is long enough too.
But I looked into how things are in south and I was surprised by the fact that despite having just 3 houses there the battles between them were quite often (if you play as freelancer), unlike the central clans that switch from piece to war on a monthly basis, and where some lords just idle until theee is campaign.
 
PPQ_Purple said:
As far as bandits are concerned I find the regular 3.0 bandits to be perfectly fine.

Yes, the looters are a joke. But looters are supposed to be a joke. They are literally the training wheels bandit faction. And the other rebel factions like monk rebels, kinai rebels etc. are perfectly competent and appear in large enough numbers.

More importantly they are very well balanced for grinding XP and equipment at various character levels.
I feel that looters are a fair bit weaker than their native counterparts.  I like the rebel factions, there's just one that has no ranged at all thus is far, far easier to kill off because they just run slowly at you with spears and provide the easiest headshots. I think variety could do with some improving (like if there were some folk with horses, were entirely ranged, or something as such, points could be scored)
I'll give you explosives. Like I would love to see cannon introduced into the mod somehow.


But as far as horse archers are concerned they really weren't used that much in the period. I don't know if they were used at all in fact. Personally I like the approach that suguroku does with them by making them unique units for the female unit tree. It adds them in (because let's face it history or not cool is cool) but does so in a sideways fashion.
it's not just canons. There's grenades, japan made wonderful use of fire rockets (though i've never seen anything like them in warband so I don't know how doable they are). As for horse archers, I recall reading something that suggested that lancers were actually something that came up during the sengoku period, now I don't know if that's when they replaced mounted archers, or if there was a significant period where people thought horse archers were for nothing, but it does raise some questions. Furthermore, I still would think that mounted ranged units would be somewhat relevant in an army, mobile missile troops are a valuable role, and they sure as **** couldn't do that with guns in this period.

You do realize that that everything you have said about history here is wrong?
In the period the Japanese did in fact use mixed archer and gun formations of ashigaru. And Samurai did in fact practice both archery and gunnery.

Gameplay balance of course are different story entirely. And yes, there needs to be more incentive to pick up ashigaru over samurai. But to say that the current setup is unhistorical is just false.
First off, I'm not wrong. Yes, samurai trained in gunnery and such, but the usefulness of guns was commonly debated before nobunaga showed them how to wreck enemies. The biggest merit of the gun, other than how terrifying they were, was that they needed much less training to use. For ashigaru, this was great, since they were cheap troops (I suspect the biggest reason why ashigaru had mixed bows and guns was because of supply, or perhaps veterans getting good enough to compete with noob gunmen) For samurai, they were a warrior class with a land's income, so training time was far less of an issue.  Thus they had the choice between hundreds of hours for an accurate weapon that fired several times faster, or tens of hours to work out the best matchlock you could afford, which was less accurate (guns of the time) and slow, but meant you'd have a better time taking cover or more time to learn other weapons.  Also guns are exciting, look at america. But the bottom line is, if I wanted dedicated missile troops, historically I would've prefered ashigaru gunners and samurai archers, but I wouldn't scoff at samurai gunners.

Ezo and Monks could do with a lot of expansion. Sohei are the unsung badasses of fuedal japan.
Ronin roaming with boken and robes is a weird choice, because ronin could find a lot of employment during the period. Those inspiring movies are edo period, correct?
True. Personally I had some big projects on that before giving it up so I definitively agree that they should be expanded. The Ezo weren't just a band of random tribesmen but a proper tribal nation that at times threaten to conquer Japan. In fact, the two major heroes of those wars are represented in the game through the two leaders of the tribal villages. So like google up their names.

Sadly in my research I could find any data on just what their armies should look like.
I did a little myself, and I couldn't find much. I could find a good deal of stuff already in the game, and that their sword handles were often more elaborate than the samurai ones (I wouldn't hold that against the mod, warband ain't great with high polly)
 

PPQ_Purple

Knight
Innocent Flower said:
I feel that looters are a fair bit weaker than their native counterparts.  I like the rebel factions, there's just one that has no ranged at all thus is far, far easier to kill off because they just run slowly at you with spears and provide the easiest headshots. I think variety could do with some improving (like if there were some folk with horses, were entirely ranged, or something as such, points could be scored)
I understand what you are saying. But hear me out.

The thing about the bandit factions is that as easy or hard they are to defeat individually when you actually look at them you can see a tiered progression of capability. And a very balanced one at that.

Playing up from just level 1, no companions no equipment to high level, good gear ready to join a faction you can see how each of them is designed to offer you with an appropriate challenge to let you grind up the prerequisite gold, gear and XP to advance. And they do this really well. That's why I newer play freelancer with this mod. It's just not necessary.

Now the consequence of this is of course that when you do become a lord in the end and you do get good gear and a strong army they are basically pushovers. But I feel that this is a worthwhile tradeoff.

it's not just canons. There's grenades, japan made wonderful use of fire rockets (though i've never seen anything like them in warband so I don't know how doable they are).
If at all I say do it. I mean, seriously. Although I get a sneeking suspicion they'll end up as useless as explosives are in every other mod I've tried.

As for horse archers, I recall reading something that suggested that lancers were actually something that came up during the sengoku period, now I don't know if that's when they replaced mounted archers, or if there was a significant period where people thought horse archers were for nothing, but it does raise some questions. Furthermore, I still would think that mounted ranged units would be somewhat relevant in an army, mobile missile troops are a valuable role, and they sure as **** couldn't do that with guns in this period.
1. It is my understanding that horse archers went out of favor long before the sengoku period.

2. Mounted archers need not be horse archers. You can also have mounted archers who act as dragoons. As in, they ride horses for mobility but dismount to shoot. The English famously used these during the middle ages and in particular the Hundred Years War period. And that you can do with guns.

Plus, if you've ever actually used horse archers in this game you'll know their AI sucks. And you basically have to use them as dragoons anyway.

However the question here really shouldn't be if it can be done but if the Japanese did it. And that brings us back to #1.


First off, I'm not wrong. Yes, samurai trained in gunnery and such, but the usefulness of guns was commonly debated before nobunaga showed them how to wreck enemies.
But do be aware that the mod is in fact set in the period where Nobunaga was showing everyone this. T'would be kind of stupid to not let us do it as well.

The biggest merit of the gun, other than how terrifying they were, was that they needed much less training to use. For ashigaru, this was great, since they were cheap troops (I suspect the biggest reason why ashigaru had mixed bows and guns was because of supply, or perhaps veterans getting good enough to compete with noob gunmen) For samurai, they were a warrior class with a land's income, so training time was far less of an issue.  Thus they had the choice between hundreds of hours for an accurate weapon that fired several times faster, or tens of hours to work out the best matchlock you could afford, which was less accurate (guns of the time) and slow, but meant you'd have a better time taking cover or more time to learn other weapons.  Also guns are exciting, look at america. But the bottom line is, if I wanted dedicated missile troops, historically I would've prefered ashigaru gunners and samurai archers, but I wouldn't scoff at samurai gunners.
To be perfectly honest I feel that the whole issue with balance in this mod is really just that there is too little incentive to use ashigaru if you can afford not to. And when you combine that with the fact that you can have a core of unkillable elite samurai grade companions that you can customize and equip it becomes too easy to just mow down large enemy armies with a small elite band.

Not sure how that would be addressed though.

I did a little myself, and I couldn't find much. I could find a good deal of stuff already in the game, and that their sword handles were often more elaborate than the samurai ones (I wouldn't hold that against the mod, warband ain't great with high polly)
Overall that's what stopped me in the end. Not enough material to really make the Ezo play unique and different from the rest of Japan. I still have the half finished project files for my plot idea which was basically to let the player kickstart an Ezo rebellion, crown him self king of the Ezo and try to conquer Japan. Maybe someone can pick up on that.
 

giex44

Regular
I really love this mod as this is the only mod I'm playing for Warband. I'm currently playing Daimyo Edition and I'm looking forward to its update and other upcoming submods (if there will be any). However, Ronins as manhunters really bugs me off. I think it will be better and much more historically correct if they are some sort of a wandering mercenary parties or a landless noble who does not serve any lords that you can employ for a really high price.

 

itak365

Recruit
I'm absolutely obsessed with this mod. A couple things:

Any chance we could get other PBOD commands, like volley fire, brace spears, etc?

I wish the north was a little more populated, especially Hokkaido but also Tohoku generally. You could bring back hunters in the form of matagi (Tohoku bear hunters). I don't know if you could have Ainu chiefs acting as a true faction, but it would be cool to have an Ainu start on Hokkaido.

Generally speaking I also think there should be a general, weaker Mino coat that's used by multiple low-medium-level units, since everyone and their moms would have one at that time traveling.
 

Cokjan

Squire
WBNW
FILTHY PEASANTS
Name of the mod, not you.
ODcfLkom.jpg


I have created a simple submod tweaks for Gekokujo 3.1 Sugoroku, it's a simple morgh's editing that changes Ashigaru Spear and Skirmisher so they use more half cuirass and generally look a bit more different than samurai (Elite Spears now no longer has 100% chance of having a Zunari style helmet, and Veteran Spearmen will still use Jingasa)

Another thing is I tweaked (or maybe fixed) Ashigaru Skirmishers as they have a somewhat weird proficiencies, for example Chosokabe Skirmisher spawns with more bow, and they have 120 at archery but only 60 at firearms. While Oda Skirmishers spawns with more Guns, but they have 120 firearms and 60 at archery. Which means when an Oda skirmisher spawns with a bow, he is pretty useless.

Also, I have added several armors by combining meshes from Jacobhinds Armour Improvement with Sugoroku (they are used by peasants, Samurai are not touched)

http://www.mediafire.com/file/5094vbbamjzbw33/Filthy%20Peasants.rar

INSTALLATION INSTRUCTIONS:
Make sure you have the correct version! It's Gekokujo 3.1 with Sugoroku submod!
Detailed Instructions goes like this: Install Gekokujo 3.0 -> Patch it with Gekokujo 3.1 -> Patch again with Sugoroku -> Install this mod by dragging it into the game folder and click yes to overwrite it. Not save-game compatible. Also, BACKUP is important!

Please report any errors, and remember to make back up! So if you don't like the changes I made, you can reverse it.


Other notes:
Later on, I think I'm going to create new troops for each faction Shogun 2 Style, like Mori having their own Wako Pirates branch from Spearmen, etc etc. And I desperately need help for ideas on Minor Clans (Satake, Amako, Nanbu, Ryuzoji, that kind of Clan) obviously this will disrupt the great balance that phlpp has bestowed upon Gekokujo, so it may be not for everyone.

Credits
Many thanks to
Phlpp, for Gekokujo.
Hazegawa Taizou and his references, for Sugoroku. 
Rus Language Pack v3 (Sugоroku 3.0 included) by Cheatkiller
Animation Submod by jacobhinds
map_icons_japan_v1.0 by Shcherbyna
overhead spear thrust animations by Hanakoganei
More_blood_mod by borod
gekokujo_sound by Pylorama
Terrain_borders by Osric
MB_Warband_clear_banners_d_v001 by Shcherbyna
Samuri Hud by Geopelia666
Combat Animation Enhancement by Papa Lazarou
Hair for M&B Warband by Jaymosuke
Armour Improvement Submod by jacobhinds
map_icons_anim_v02 by Shcherbyna
Female Anime Voice Pack by Waha
New female head mesh by roal.yr
Extended item cheatmenu by Articulo34
[OSP]孤独的狼模型商店  by 孤独的狼
And these mods - are the main sources for submod textures, meshes and animations:
Bunroku by Toxic
人间五十年加强版 by sjwl123
Gekokujo - Shogun Edition by Doggie McDowell
Shogun - Sengoku Jidai by woyo-sensei
Shinobi Kinzoku Hasu - Black Metal Lotus by N0ught
Knights the Last Battle by Ulrich von Liechtenstein
Prophesy of Pendor  by saxondragon
ahseph, for his historical Nobori Bearers addon.
Morgh, for Morgh's Editor.
and Mtarini, for openBRF. (Both tools are bloody amazing)
 
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