I wonder...

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...what does it take to bring the old SoD mod from M&B1 over to M&B:Warband?
I mean i see you guys were very ambitious about your project, creating a beautiful new map (which sadly causes my game to stutter insanely due to the many groups on the move), creating new companions, etc. I have sought near and far, and i have not found a single Mod/mini-Mod/scripted enhancement that came near the scripted features of the very first release of SoD. Currently modifications use an overly complicated system to manage auto-loot settings, where you have to set these in the camp dialog - miles away from the characters skill sheet. I totally miss the ability to manage the auto-loot settings in conversation with the characters. I also miss the great kingdom management screens which are unmatched in all mods i encountered so far, the lack of settlement-upgrades, the mercenary guilds, the ability to assign and revoke regiments, and so much more...
Hence my question: Would it be a devastatingly hard job to just take the files from the first release (bugfix them) and make them compatible with Warband?

P.S.:I am a half-wit scripter and modder myself, i have not kept myself busy with scripts for M&B yet because they made all of the modding work so bloody complicated when compared to other games where you can just put naked files into a compressed format and they will be interpreted correctly, i do consider a 1to1 port of SoD from the 1.011 version over to warband a good enough reason to get working on it.

So much looking forward to answers, thanks ahead.
 
"take the files from the first release (bugfix them) and make them compatible with Warband?"

Bug fixing these files is difficult because as compy has looked through them they are a coding mess, SOD for the original M&B in it's current state is compy's best attempt at making those features stable.

Warband has differences in the way that it works, so dragging and dropping the features won't work.

SOD:W is working to remove and rewrite the majority of Warbands inherent design flaws, at the kingdom level warband mostly just makes stuff up with no real regard for what is happening in game, Lord gets gold, no real reason why he gets gold, he is just given it.

What Compy is working on now is something that goes much deeper, that will produce a far more 'living' world, where what Lords have reflects what lords get.
 
I knew it was a complicated mod based on the numerous different bugs that would haunt the game each other playthrough, but never feared the greatest mod for all M&B could be all beyond hope...

Well thanks for the prompt reply anyways, i guess i will have to wait and see if i will get an SoD-Style Imperial Invasion on WB Calradia any time in the distant future  :cry:
 
The map itself doesn't cause any lag, it is the way warband native is coded coupled with the diplomacy mod that slows down the game. I've been in the process of starting the game code from scratch this time around because of this. Sadly I won't be doing much modding until July/August/September 30th. I'll have a ton of more freedom later after any of those months depending how much work I have before that time. Plus I'm in the process of saving up for a custom computer. I'm looking to spend at most $3000 on the hardware but it depends on what GPUs come out in March.
 
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