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

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so do we download it from nexus http://www.nexusmods.com/mbwarband/mods/5994/?

and then apply the 2 hotfixes?
https://www.dropbox.com/s/xk5ydnnq9nix8vs/Hotfix329.rar?dl=0
https://www.dropbox.com/s/135uckns8brh0s2/gdw33015.rar?dl=0

and we overwrite repolished 1.05 right

no optional goodies at the special blacksmith anymore does that mean i should buy as many noble boots as i can before switching over

YES BETTER ANGONS.  those are great. they're so powerful you can only throw them like 5 ft
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Yes, that's the plan.
I plan to upload the two hotfixes to Nexus by late tonite.
The files that may affect savegame compatibility are item_kinds1 and troops.
Let me know if it gives you a loading error and post the rgl_log.txt from the main Mount and Blade folder.

The special blacksmith: You don't have a grab bag anymore. He tells you what you're getting.
I did remove the Kirkburn arming sword for a flail that you can only find in my item_kinds file. There's a warning for that.
I also removed a 2nd cheaper Dena helmet that he sold.

I am working on adding these to quests to make mid-game more fun.

Have you tried any quests yet?
Favorite weapon for your player?
 
I'm trying it out and i like the new items. (wow cavalry one-hander mace at 49b must be destructive. and the 2-hand version)  i notice lead angons are about the same damage as the old angons so throwing weapon damage has been reduced on all the types.  and horse javelins sell in packs of 7 that's cool. are there large bags of them, that was the large bag size in the last version.
 
beating people with a horse banner is funny. but maybe it should only be used as a lance like in napoleonic wars, it looks kind of odd swinging that big long thing sideways. the banners never show up though in my character screen as contributing to tactics/leadership i never was sure how this worked. it applies if you go into battle with it in your weapon slot?  and if it requires no horse, only if you go into battle not riding one? does it make the calculation when battle starts?  outside of battle does it add to leadership so wages decrease?

i have a green boost to spotting on my character screen and i don't know why

i like the change of more money for traveling quests, lords not asking to raise tier 5 elite troops (what the heck) and less priests because my computer lags when there's too much on the screen

i run into nothing sometimes with my horse on the battlefield and i notice i'm next to a tree. i think the obstructions are a little off

72670 Persuasion improves emissary effectiveness categories: 2-4,5-6(was-7),7-9
(was8-9), 10+

how does charisma fit in?  does it affect emissary effectiveness?

If you attempt to convert a Lord with this line and you have even 1 Lord without a fief you will lose.
I changed it to requiring 2 unfiefed Lords for the argument to fail.

does this mean to convert a lord with promises of a fief you must either currently have only 1 unfiefed lord or every lord having one

Agility no longer serves as a useful attribute (other than speed).
what does this mean.  SHOOT i gave ceawlin like 24 agility im gonna have to modify his file if it doesn't do anything anymore. you still need it for skills like horse archery and riding right?

this is irrelevant you can skip and a personal quarrel -- i like repolished 1.05 and everything in it but 1 minor thing that gets me i don't like is the titles to the ransom brokers/travellers. if they have titles like "sanguine" it should be backed up in their behavior otherwise it's just a superfluous title. and since each of the persons have a different personality trait it defeats the purpose because it makes it even more unrealistic. when i'm quickly looking for an npc i don't like having to go through these titles. can we go back to just ransom borker/traveler. you can keep that kragnac guy though and i don't know if he's special
 
The cavalry flail should be at 37. Maybe you have the new steel one I added at the special weapons.
The normal flail "breaks" very easily which is somewhat realistic; it's 40% as strong as a sword.
There are 3 levels of angons. The lead angons should have +2 or is it 3 damage over the normal.
All weapons have the potential to be balanced or have higher modifiers.
However, more damage means higher skill reqs and shorter range.

Many things boost skills.
Spotting is boosted by having spies  in your party or one other character type I forgot.
The tree problems with Repolished have not been fixed.
Persuasion depends on charisma skill. Persuasion, not emissary skill makes them more effecitve.
Buy noble tunics for a +2 bonus on persuasion.

Promising fiefs: If you tell a Lord you will offer him fiefs, he will automatically know if one of your Lords has no fiefs.
So be sure everyone has at least 1 fief before using this line.
This line only works on a few personality types.

You can edit agility in the camp, take an action, import/export npc's.
I think agility only serves to make characters run a bit faster.

Bruj added the personality types in Repolished 1.05.
I try to keep all his changes that don't interfere with gameplay in hopes that the mods will merge.
It does help you identify who you've talked to before. Keep looking for JabbatheHut. I added him as a very big fat ransom broker.

EVERYONE: I plan to release a hotfix for the lootwagon by Saturday morning.
Keep selling directly from your inventory.
 
pilums are very powerful they break a shield in 3 hits, lead angons are next. i think i'm gonna stick with balanced horse javelins

ok so persuasion is what matters with an emissary, and charisma is just needed to boost it since it's the parent stat

there are no strength requirements on the new weapons. so i got aleifr at str 7 using a heavy polearm mace lol.  it doesn't mention you can't use it from horse

Keep looking for JabbatheHut. I added him as a very big fat ransom broker.
lol.  i also noticed a fat man in his underwear in the cave

well i found some woman who is infatuated with me i drank wine with but i didn't pursue it my character is too religious

what does the horn do, heals all your troops at once right? by how much?

some of the big helmets in this game should increase the entertainment skill because they look so goofy

fighting franks is very profitable. each fight i sell 13 of them and then loot several armors worth 2k-4k.  i can't make salinae profitable and i'm following the guard tier + 1 rule for prisoners

i'm glad i have options for 2 handers on horses now. i had ultan be a 2h cavalryman but didn't notice until mid game that 2h axes can't be used on horses. i dunno what he was doing the whole time. punching from horse?



thanks for answering my questions; the spotting is because of spies and the cav flail is 37 on double checking
 
Item_kinds is a bit messy and I'm hoping someone can come and clean it up.
I introduced weapon diversity to fit new different playing styles, but the stats and costs aren't completely consistent yet.
I'm looking at other mods for inspiration and would be happy to take suggestions or even a revised itemkinds.

I've been told horns heal. I know that you they increase leadership skill as well which is a passive ability you don't see in game just like the banners.

I would appreciate some testing as I don't have time to test the horns. I've been told 10% per blast but I didn't see it do anything.

You can enable two-handers on horseback. The Steel flail is one such two-hander. Noticed that it is +4 damage with two hands.
 
Has anyone tried the loot wagon? It's a miracle that this unique feature of BW is finally worth using.

I'm going to post a more complete update tonight.
It includes a revised Gae bolga quest (trp_town_37_merchant) which I've moved to town 39.

I revised the Zamoshi request to be much harder but to yield two of the best bows in the game.

The Iniau quest has been updated again.

If I have time, I'll revise another quest.

Other features: New dialogs in a number of areas. Updated item_kinds. Loot Wagon which actually yields up to 100% of resell value based on trade skill.

 
these quests sound great i'm eager to find them but i have no idea when that will be because i don't know how to yet.  i know how to get the iniae horn though

if the wagon works now maybe i'll start using it i never really figured it out when i was doing 1.41

i'm in a search for a balanced long war spear that's what i used last game but it's really hard to find. i find the normal ones once in a while.  found a balanced cavalry mace whoa.  when a companion has one of those it's bonk - dead, bonk - dead gets like 5 kills before going down

gotta figure out who i can give trade skill 3 to for the wagon

i'm a king in a goat herder skin because it's a really good light armor though a bit foolish looking with a crown

i'm using the noble tunics on my emissaries those are good. no one trusts me though, too early in the game
 
New mod uploaded =http://www.nexusmods.com/mbwarband/mods/5994/?]http://www.nexusmods.com/mbwarband/mods/5994/?]=http://www.nexusmods.com/mbwarband/mods/5994/?

It includes prior hotfixes plus many new features.

New focus has been on quest improvements, mostly regarding enemy parties, interesting conversation and stories, and bonus unique weapons.

Bandit parties have been upgraded except for the Iniau.

Cados' cantabrian warrior quest untouched, but buying 6 Cantabrians from him will give you much troops with better equipment and with party skill boosts of +3 tracking for 6 and +2 for 2 or more.

Item_kind updates. The hornhealer now has a max of three blasts since the Iniau quest gives you a 5 blast horn if you manage to defeat the Iniau and the Northern cave for Rheged.

The Loot Wagon is now an undeniably central part of mid-game. It works great and gives you a 40-120% higher return compared to the version in Repolished 105.
I would appreciate any feedback.

It's late and I need to get ready for tomorrow.
 
Quests make the early mid-game very interesting. There are many levels of quests. I've made the unique quests harder (with 1 exception).
Here is the changelog:
Llan Forfael (Zamoshie) quest revised extensively. It has three quests. If you fail at persuading the Lord (need Pers at 7 or so to get even random change at success), you need to pay about a 40% larger tax. Success gets you bow 1. The Salt quest changed to tool quest. The local bandits are more dangerous and you’ll need a minimum of 40 warrior at normal combat to beat them. Beating them and going back to the elder yields
Iniau quest: Made some changes to make it less likely to turn into loop. You need to talk to the King of Rheged “Warrior to warrior.” You’ll need 60 warriors at normal combat to beat them.  The reward is much larger considering that it involves defeating a large party of medium infantry and winning the battle in the Northern Cave. The reward includes the best battle horn in-game with 5 blasts.
(There is a bug in the Iniau quest that you can’t remove: If you complete it and ask him again it will launch another quest that you can’t complete without using cheats and getting the item at place 1391.)
Cado quest: I didn’t change this other than making his war party smaller. The point of him should now be to use him as a mercenary outpost for his excellent Cantabrian warriors. They have better armor and boost Tracking by 3 if there are 6 or more and by 2 if you have at least 2 of them.
Neko quest improved dialog and the reward is the best shield in the game. It seems to work fine if you knock Neko out, which is what I usually do no matter what I try. There were reports of a bug here, but I can’t replicate it.  Anyways, Neko’s party is upgraded and more dangerous. Neko’s spear is the best in-game and you can recover it with looting. You’ll need 60 level 23 warriors at normal combat to beat them. If you go back, Cerdic will give you an outstanding and unique Cantabrian Shield.
Gae bolga quest moved to the Dun Tuaro merchant. She gets angry if you guess wrong, so be prepared to write things down and come back another day. This quest may have to start with you speaking to Tiern_Clydno_map_Ynyr_Farfdrwch of Fortiu, not the dude over in Ireland.
Make Peac with Kingdoms:  Decreased time between make peace requests from 120 to 25. However, it costs 20% more to pay off lords. Wait time for another similar quest reduced 100 days to 25 days.
Reasoning: You can only afford this if your party is well-developed. Once you reach this state, ther are only about 100 days before one is ready for independence.
this is the primary renown quest.

Arrian quest: changed dialog. Made their party about 50% stronger.  I can’t figure out from the code where the quest starts. But you need to find a character named Ulcagnus who appears to be in the tavern at Caer_Ligualid. The party will be near Ynys Manaw and will now have 15-20 Irish veteran troops. The prize is the Vulga Bible which is +2 persuasion now.
Special Weaponsmiths: Left unchanged from last week. Let me know if his deals are too good now.
Changed menu so you can know what your buying without grab-bag approach.
Dux Gold quest: Reduced armor of this helm. It still looks great, but it’s not right that it’s so easy to obtain this helm. Strong helms needed to have a faceguard. You can get those helms now from the special armorer. I may add another helm to one of the bandit outposts in the future.

Kidnapped girl request yields more XP even though the gold payout stays low. I tried to double the gold reward, but I’m still getting just 200. Remember to tell them "You will get nothing" or you will lose half of the reward.  I tried to make her location less distant, but I’m not sure if it worked.
Village Elders: If you refuse a request, you should be given another. Villages at a relation of +10 are now 10% more likely to give you level 2 trooops.
Bug fix: Active quest checking.

Repeating an earlier post, here are the fixed quest changes:
31607 increased gold reward for caravan escort distance by 15
31640 15% more gold from delivery of wine according to distance
31672 Increased gold from kidnapped girl quest by distance factor by about 20% (Why is she almost always in Scotland/Ireland?)
31690 15% increase in gold for completing cattle escort quest according to distance
31640 15% more gold from delivery of wine according to distance
31732 Decreased time between make peace requests from 120 to 25. However, it costs 20% more to pay off lords
Make Peace quest frequency reduced from 100 days to 25 days.
Reasoning: You can only afford this if your party is well-developed. Once you reach this state, ther are only about 100 days before one is ready for independence.
this is the primary renown quest.
31745 25% more xp reward for looters quest (have to chase down 5 parties)
31799 Rescue Lord Quest is active up to Level 30
31923 5X XP reward for lend surgeon quest Quest from 90 to every 65 days
31952 Meet spy in enemy town 15% more gold
31996 Raid Caravan to start war give 15 more experience
32217 more gold for raising 5-8 troops 22% Max is now 7 troops, not 8
Needs testing should not require you to raise elite troops, only tier 3
32630 Capture enemy troops made less common and 20% more lucrative. Also, don't need to capture more than 5. (Pain in the ass to get 4Gwrdas)
32383 capture enemy lord gives 400 more money if succeed
32426 Quest to follow and capture spy yielts 20% more gold on sucess
32487 Quest to lend random Companion gives 55% more experience
 
neat ok i updated from link

i'm doubtful that the horns do anything. i dunno how to test it though. i tried blowing it walking around town and my companions didn't gain health but who knows maybe you have to be in battle. oh i know how you can test it you can do damage to your own troops with missiles i'll try that
 
Here's a hotfix.
https://www.dropbox.com/s/96o6lboohulciww/HotfixApril62015HornsQuests.rar?dl=0
It fixes several bugs with quests.
It adds a trigger to the horns that correctly causes healing.
This is in the item_kinds file so it might be touchy with save games.
If you can't load it, just borrow the triggers as they will work with most mods.
I added an extra trigger to simple_triggers to enable an old fix where you can run away from a village a small distance if another party approaches and not have to start over with pillaging and burning things.
If your rgl crashes while loading simple triggers, revert to the old simple triggers as it's not that important a fix to start a game over.
Finally, more dialog and script changes.
For example, there is not a working bandit merchant at all bandit hideouts that you can approach once your reputation sinks to -9.
 
some strange things are happening since installing last hotfix (not saying for sure that's what it is, but these things didn't happen until i installed it today)

1. when my bowmen (most my bowmen are saethydds so dunno if it's just them or all) fire the sound effect is new, sounds like when you hit a trash can with metal kind of a metalic pow noise. like their arrow already hit something, hit a trash can

EDIT: my headphones only work in the left ear right now, but i know the sound changed.  so if you changed the sound effect of the bows being fired maybe if i had sound in the right ear it'd compliment it to make a normal noise for all i know

2. when i go into a battle the screen gets flooded with this error and then the spam stops (presumably it keeps going but doesn't show you anymore).  one time after it happened no notices showed up anymore (like reputation increases on the world map, or telling you the battle was over in a fight) until i restarted the game (not even save and exit reset it).  but all the other times notices in the lower left did work after battle and didn't need a restart

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maybe it's just me because i have some goofy things going on from the past changes like aleifr still has the cavalry flail from last patch even though he doesn't have the strength requirement i've kept it in his weapon slot
 
i don't have any horns in use i only have some stored in my winery (that are +4 blows still from last patch, dunno if that's gonna mess things up)

i don't think i had a horn-man but i will check
 
This won't be easy.
Can you name any other situations it appears?
Is it just with archers?

I noticed it at the start of battles then it went away. But I don't use too many archers.

If you don't mind post more error messages or your rgl log.

How do you post screenshots by the way?
 
where's my rgl log? is that what the filename is?

i had my archers hold fire, then when i opened fire i got the same error messages as the earlier screenshot so it must have to do with them (i think it's when the first archer fires, not necessarily when they're preparing to fire)

i take screenshots with fraps and then use windows snipping tool to take the part i want so it's not so big.  in options i guess you can screenshot with ctrl + insert? and that works ok but i never use it
 
Search rgl_log.txt or just rgl_log in the main Warband folder, which is 2 steps above your current module folder.
RGL typically records every error message you that appears so save it after any time you see it.
It gets wiped out as soon as you launch the game again.

I can do screenshots no problem.
How do you upload them into the forum discussion board


 
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