Modders (and players) should now be able to add full decapitation (thanks to Davee of the Vikingr mod) and some dismemberable bandit troops to their game without too much trouble. A Readme with installation and hotkey instructions is included, as well as directions in the module system files themselves on where to place the mission_template scripts, items, troop types, etc. necessary for bringing dismemberment to Warband.
Players can simply transfer the included files to a copy of their Native module and play without any bother. Have fun!
SEE VIDEO HERE: http://www.youtube.com/watch?v=35rE3d3Wc4E
DOWNLOAD MOD KIT HERE: http://www.gamefront.com/files/20859811/DMK_Preview.zip
DOWNLOAD A FULLY PLAYABLE DISMEMBERMENT MOD HERE: http://www.moddb.com/mods/decapitate-and-dismember
OR HERE: http://mountandblade.nexusmods.com/mods/3942/
Sadly, I could not record the sound live, and had a low framerate, but full sounds are included in the kit, and the game does not lag at all with the kit in action.
Obviously, modders are free to replace the sounds and re-texture the troops as they see fit.
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Some people will already be aware that a quite basic form of dismemberment was achieved for Mount and Blade 1.011 by me, Somebody, Rosha, cdvader, and I can't remember who else. It was alright... not great. More of a novelty than a fully developed feature, though it did have some tactical use in slowing down/disabling the opponent. Video here: http://www.youtube.com/watch?v=u3dp_cEYWYQ
What I want to do is start work on this again and put it out as a mini-mod and a modders' resource for both Warband and M&B. So far as I know it will only ever work in singleplayer, and with specially equipped troop types, but that's why I'm starting a thread... so people will post ideas and scripts that I can steal! People who know more about multiplayer might be able to help out as well with getting it implemented there... though it'd only work for bots with the current method.
I saw that somebody has also developed a form of decapitation, with a huge blood fountain from the neck but (so far) no physics-enabled head object being spawned to simulate the bit that's just been cut off. Hopefully whoever made that video/mod will post here too and we can work together on integrating the two things into a single mod (if they want to). Video of decapitation: http://www.youtube.com/watch?v=wyxxJa9jJrQ
That's pretty nice. Just saw that it's part of the VikingR 0.70 mod, so I'll have a look for that.
Now... here are some starter questions that need answering before I can make much more progress myself on how to decap/dismember folk:
1/ Is there a way to set a single AI troop type to keep it's shield in the raised defensive position from the
very start of battle till the very end, never lowering it at all for any reason? Can this be done in mission_templates or wherever?
2/ In troops.py what is the name or troop type of the first guy who attacks you in the game, just before
the merchant asks you to rescue his brother? Is he an individual NPC like the Belligerent Drunk, or just a mountain/forest bandit?
That's all the questions i have for now actually. Thanks in advance for any answers.
Players can simply transfer the included files to a copy of their Native module and play without any bother. Have fun!
SEE VIDEO HERE: http://www.youtube.com/watch?v=35rE3d3Wc4E
DOWNLOAD MOD KIT HERE: http://www.gamefront.com/files/20859811/DMK_Preview.zip
DOWNLOAD A FULLY PLAYABLE DISMEMBERMENT MOD HERE: http://www.moddb.com/mods/decapitate-and-dismember
OR HERE: http://mountandblade.nexusmods.com/mods/3942/
Sadly, I could not record the sound live, and had a low framerate, but full sounds are included in the kit, and the game does not lag at all with the kit in action.
Obviously, modders are free to replace the sounds and re-texture the troops as they see fit.
=----------------------------------------------------------------
Some people will already be aware that a quite basic form of dismemberment was achieved for Mount and Blade 1.011 by me, Somebody, Rosha, cdvader, and I can't remember who else. It was alright... not great. More of a novelty than a fully developed feature, though it did have some tactical use in slowing down/disabling the opponent. Video here: http://www.youtube.com/watch?v=u3dp_cEYWYQ
What I want to do is start work on this again and put it out as a mini-mod and a modders' resource for both Warband and M&B. So far as I know it will only ever work in singleplayer, and with specially equipped troop types, but that's why I'm starting a thread... so people will post ideas and scripts that I can steal! People who know more about multiplayer might be able to help out as well with getting it implemented there... though it'd only work for bots with the current method.
I saw that somebody has also developed a form of decapitation, with a huge blood fountain from the neck but (so far) no physics-enabled head object being spawned to simulate the bit that's just been cut off. Hopefully whoever made that video/mod will post here too and we can work together on integrating the two things into a single mod (if they want to). Video of decapitation: http://www.youtube.com/watch?v=wyxxJa9jJrQ
That's pretty nice. Just saw that it's part of the VikingR 0.70 mod, so I'll have a look for that.
Now... here are some starter questions that need answering before I can make much more progress myself on how to decap/dismember folk:
1/ Is there a way to set a single AI troop type to keep it's shield in the raised defensive position from the
very start of battle till the very end, never lowering it at all for any reason? Can this be done in mission_templates or wherever?
2/ In troops.py what is the name or troop type of the first guy who attacks you in the game, just before
the merchant asks you to rescue his brother? Is he an individual NPC like the Belligerent Drunk, or just a mountain/forest bandit?
That's all the questions i have for now actually. Thanks in advance for any answers.