Innovative 2015 submod "Brytenwalda Reworked" pulling together the best features

正在查看此主题的用户

Yea that would be an interested thing to know. Anyway, most of the spathae are based on reconstructions found here.
http://www.templ.net/english/weapons-antiquity_and_early_middle_age.php
Here's a fairly new one
sw163-b-v.jpg
Honestly I might retexture the blades because as of now, they look too damaged with the scratches.
 
Some scratches add authenticity.
I know Vikings are the latest fad, but it would help to know if any of these Viking swords were likely found in elite Germanic or Briton circles.

BW is about competing cultures coming to terms with each other.
There is an invasion aspect, forcing me to assign weapons to cultures with little knowledge of how and why there were different.
We really have little idea what the Britons, Irish, Celts, Picts etc used because their royal cultures declined rapidly.
However, it is still very relevant to this game since the Britons are supposedly the inheritors of the Arthurian legends.

Anyways, outstanding work regardless of their origins.
Thank you and let us know if we can help in any way.
 
Very interesting work, and Gothic Knight, my appreciation for the sword Barta.

Gdwitt, you can give me the adress for get this submod? I want try.
 
I believe the Bamburgh Sword is of Anglian origin, since Anglians settled in the regions of Deira and Berniccia (later both combined to form Northumbria) and Bamburgh (was Bebbanburgh) was a major city within the region and long held by the Angles.

I think the spatha is a good addition since it would have possibly have been used by romano-british people during and after the departure of Rome from the island.  I recall reading in some dark ages history book that short swords having leaf-shaped bladed (but not like the gladius) were used by Celts in the early years of Roman occupation of Britannia.

I think there were probably quite a few similarities between angle-saxon-jute swords of the 7th century and later "viking" swords.  I assume that there were some high-quality and relatively costly pattern-welded swords at the time the mod takes place. 

Just my 2-cents worth.
 
Redleg 说:
I believe the Bamburgh Sword is of Anglian origin, since Anglians settled in the regions of Deira and Berniccia (later both combined to form Northumbria) and Bamburgh (was Bebbanburgh) was a major city within the region and long held by the Angles.

I think the spatha is a good addition since it would have possibly have been used by romano-british people during and after the departure of Rome from the island.  I recall reading in some dark ages history book that short swords having leaf-shaped bladed (but not like the gladius) were used by Celts in the early years of Roman occupation of Britannia.

I think there were probably quite a few similarities between angle-saxon-jute swords of the 7th century and later "viking" swords.  I assume that there were some high-quality and relatively costly pattern-welded swords at the time the mod takes place. 

Just my 2-cents worth.

Pretty interesting stuff. In the meanwhile I've done a retexture of the Germanic spatha from the 6th century.
yDYOwhD.png

2unDQaY.png

 
GDWitt,
Were you able to find a suitable way to include 2-way spear animations?
 
I can get it to compile with the new animations and they are matching up during launch
However, the overswing musket tag in itemkinds causes the animations to go haywire.
For example, troops are swinging from down to up and the spears don't work at all as a weapon.
Throwing animations are all archers.
I don't think this is going to make it into the next release; it has delayed this one long enough.
If you see a better solution than overswing musket, let me know.
If you see a mod that has successfully included the overhand spear, let me know as well.
 
Hello gdwitt!!!  How is everything? :smile: did you manage to fix the bug i mentioned on the other thread?? Ya know the one Where the villagers keep walking into objects and getting stuc and don't change direction ( keep walking into the far distance) Hope you remember what im talking about :razz: when 1.06 comes out where will i be abl e to dwnload it? Pg 1 of this forum?
Soz for the long ass post. Thanks man.
 
I haven't seen it yet, so it's down a way on my list of bugs to fix.
In your game, are you seeing it in all towns and village or just a few specific locations or location-types?
 
It happens in all villages. Its like the villagers dont  realize that the object, house or rock is there and just keeps walking into it. Its not the worst bug ever or anything its Just Kinda annoying, breaks immersion. Other times they just keep walking in one direction and never stop.

 
gdwitt 说:
If you see a better solution than overswing musket, let me know.
If you see a mod that has successfully included the overhand spear, let me know as well.

I have tried several of the variations on the two-direction strike and have not had luck with any of them.  They compile fine but don't work in-game.  I gave up on it for my own mod.
 
I'll post all the source files including the ones with my failed attempts in the next release.
If anyone wants them sooner to start testing, just ask and I'll send them via dropbox.
 
Since several people seem interested in the alpha version of the new submod, I am posting it to Nexus.
It includes most of the textures and animations to get the mod to work in a bugged manner.
It will appear here: http://www.nexusmods.com/mbwarband/mods/5994/? as version 18a.

If you want to test the new overhand spear animations, just check overswing musket on the weapons' Morgh editor screens.
That will connect it with the new animation for that item. You may want to check all the spears if you don't want to worry about grabbing the spears out of cheat menu.

I didn't include this: https://www.dropbox.com/s/hw7ajoegi7zkxuw/actionswithspearoverhand.txt?dl=0 in the posting.
It is the last file I created that includes the spear overhand feature. The one in the Nexus posting also includes some overhand feature, but it uses the spear_1h_thrust animation instead, which I think is more likely to succeed.

In the next 4 hours, I will post a version 18b which should be more playable with the textures mostly there.
However, I will have removed all the animations for overswing musket as it is a major problem.

NOTE: I tried to upload it, but Nexus mods gave me a "Service Unavailable" after a 15 minute upload wait.
I will try it again and if it works it will be downloadable at 5:20 US EST
 
Thanks gdwitt for all the work to make an already great mod even better :smile: will give it a go tomoz since its 11:30 where im at :razz:  Thanks man
 
A nicely working version of the new submod is now available at v18b ALPHA.

All the animations and graphics files are working together again.
Don't start a new game with this yet, because I plan to change the itemskinds and troops lists before the final release this weekend.

Download it here.
http://www.nexusmods.com/mbwarband/mods/5994/?
I am looking for volunteers! I need 2-3 people to download this new submod and test several itemkinds1 categories for Bad names and missing meshes.
I also need you to check that the Flags and item capabilities are set up correctly for gameplay.
It will be most efficient to open Morgh's editor in one screen and the Cheat Menu for items in the other screen.

Some problems I've seen: Wrong color named in the Item name.
Items lack many needed flags, such as bonus against shield or polearm.
There are at least 40 meshes that are not loading and I need to figure out why. It could be just a misspelling in the new Resource files.

If you want to test the new spear animations, see the new thread for that discussion.
NOTE: NEW IMPROVED LINK JUST POSTED AFTER THE FACT
 
Hello gdwitt!

The link you provided takes me to this:
http://www.error.com/?err=member_permission
Nexus maintenance?


Edit: This is the right link:
http://www.nexusmods.com/mbwarband/mods/?id=5994
  :smile:
 
后退
顶部 底部