SP Native Native Mod Compilation - NMC 1.153 beta2 released

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Bismarck

Knight
Native Mod Compilation



Introduction:
The Native Mod Compilation is, as the name suggests, a pack consisting of several popular mods, but without the addition of new items. It's aim is to increase the fun of Native while offering a good base for modders.
The mod comes with a ready-to-play module folder and the Python source files for modders.



Used mods and their creators:

"Always choose side when joining battle" by cdvader
http://forums.taleworlds.com/index.php/topic,74859.msg1948844.html

"Battlefield Tactics Kit" by motomataru
http://forums.taleworlds.com/index.php/topic,34685.0.html

"Bridge Battle" by Arch3r

"Custom Commander" by rubik
http://forums.taleworlds.com/index.php/topic,111808.0.html

"Deployable, destructible pavise" by Cartread
http://forums.taleworlds.com/index.php/topic,117391.0.html

"Diplomacy" by Waihti
http://forums.taleworlds.com/index.php/board,176.0.html

"Duel Kit v0.5" by MartinF
http://forums.taleworlds.com/index.php/topic,57584.0.html

"Floris Bank System" by Duh
http://mbmodwiki.ollclan.eu/Bank

"Lots of new companions" by Malik Faris
http://forums.taleworlds.com/index.php?topic=129012.0

"Module System" by Taleworlds
http://forums.taleworlds.com/index.php/board,12.0.html

"Pre-Battle Orders and Deployment Kit" by Caba`Drin
http://forums.taleworlds.com/index.php/topic,142816.0.html

"Training Fields" by lucky lancer
http://forums.taleworlds.com/index.php/topic,144466.0.html

"Warband Entrenched" by Tempered
http://forums.taleworlds.com/index.php/topic,122757.0.html



Versions:
Native Mod Compilation 1.153 beta
http://mountandblade.nexusmods.com/mods/3872



Help:
All altered code will be marked, so you can see what has been changed.
My additions are marked with: ## NMC



Installation:
- Extract the mod folder to Mount&Blade Warband/Modules
- Start Warband and choose the NMC module to play this mod
- Have fun!
PS: the source files are for modders who wish to use NMC as a base for their own mods.



Standard Custom Troop Tree:
This is the custom troop tree which is used for the player faction in NMC Full and instead of CC's rangers in NMC Lite. These units can be renamed by editing the python/text files, their equipment can be changed by talking to them and the whole troop tree can be altered with the help of the module system.



einheitenbaum.png




Changelog for Native Mod Compilation Lite:
Version 1.00
- Fixed the bugs of the beta version + new cheats for "debugging purposes"
- Update to Warband 1.143, Custom Commander 1.338 and Diplomacy 4.1
- Rangers were removed in favor of a better and bigger custom troop tree. Custom troops can be bought from mercenary captain Avantis.



Changelog for Native Mod Compilation:
Version 1.153 beta:
- Updated to Warband 1.143, Diplomacy 4.1, Custom Commander 1.341 and PBOD 0.92



Known Bugs
Custom Commander's automatic recruitment of troops in towns and castles doesn't work right now



Some Eye-Candy:

Standard custom sharpshooters in line formation. The HP bars can be disabled.
sharpshootersformation.png


Custom sergeants and heavy sergeants forming a shield wall.
seargentsshieldwall.png


Custom knights and mounted sharpshooters in wedge formation.
cavalryformation.png
 

Llew2

Cheap ass bum
Count
M&BWB
Nice. Are you planning to add items to this as well? Such as Faradon's weapons, or Narf's armors?
 

Bismarck

Knight
For now, I'm not going to add any items. This is supposed to be a good base for mod makers and I don't want to add stuff they might not need.

Stay tuned for an update. I am going to implement the newest version of CC and as a bonus, I am bringing some order into the confusing items.py by sorting the items according to certain criteria like material (for armours) or weapon type.
 

Jackalb

Knight
WB
This was good, I really like this. It all melds together well enough I suppose, I didn't like the map and health bars added in combat though that could all be turned off in the camp menu which was good. Although didn't see if there was a way too turn off  the formations.

Just a heads up to other people there are two meet the elder buttons in villages, strangely one of them loads a lot faster than the other, the higher lowercase option.
 

Bismarck

Knight
Just a heads up to other people there are two meet the elder buttons in villages, strangely one of them loads a lot faster than the other, the higher lowercase option.
Really? Probably CC and diplomacy both add this option. I'll remove one of them.

Otherwise, I'm trying to give the Player Supporters Faction a good custom troop tree. When you change your culture to it via the chancellor, your lords and fiefs should use these troops. Let's hope I'll succeed.
 

nadgebash

Recruit
There are two guild masters in the towns, also.  The first one loads faster because he's all alone in a field somewhere, while the second is where he's supposed to be...you can hear crowd noises & sometimes see villagers or townies walking past him.  Even though you're accessing him via the menu, the game still needs to load up the village or town scene.  If you're going to axe one of the elders or masters, I'd prefer to get rid of the memory hungry one. :razz:
 

Geroro

Veteran
nice job,but i dont really understand from your description how to use the mod.little more details please
edit: never mind i think i got it
 

Jackalb

Knight
WB
Bismarck said:
Otherwise, I'm trying to give the Player Supporters Faction a good custom troop tree. When you change your culture to it via the chancellor, your lords and fiefs should use these troops. Let's hope I'll succeed.

I liked that I thought it was quite a clever idea having the personal guard option under the hire as '[faction] recruit' option but when I went through the tree I saw all of the end tier units were on horses, could you maybe make a pathway that isn't mounted, like the Swadian Sergeants?
 

Bismarck

Knight
That's exactly why I want another troop tree. How do you like this one?

                                                                          -> Heavy Sergeant
Peasant -> Army Recruit -> Infantry -> Warrior -> Sergeant
                                                        -> Squire -> Knight
                                      -> Skirmisher -> Mounted Sharpshooter
                                                            -> Sharpshooter

Some ideas:
Heavy sergeants (2handed weapons and heavy armor)
Sergeants (1handed + shield, good armour)
Knights (heavy armor, knightly weapons like sword and lance + shield)
Mounted Sharpshooter (ranged weapons + some melee weapons for light cavalry duty)
Sharpshooter (good ranged weapons + some secondary weapons)

In my oppinion, there should be a good selection of items so you most likely find what you seek. However, the equipment shouldn't be overpowered compared to the native troop's equipment. That's a tough job and takes some time to create.

I guess I'm also going to add one of "hidden" horses that came with 1.127. It is a warhorse with mail armour and it suits Native's timeline.
 

zodden

Sergeant at Arms
Quick install question: Does "OSPW - Native folder" already contain the 4 mods merged? Or do I have to merge them? Thanks

Edit: Ok I figured it out :smile:
 

nadgebash

Recruit
First up, I really don't know much about how to mod, so I'm sorry if anything I say sounds ridiculously difficult to implement.  I have played with a lot of mods on both M&B and Warband, though.
With the "Player Supporters Faction", is it at all possile to have a selection of perhaps 3-4 separate troop trees, allowing the player to select one to use when they begin their own faction. Perhaps one tree specializing in Infantry (with pikemen who have good defense Vs cavalry, light infantry for engaging archers and chasing down fleeing units & heavy units for breaching castle walls & breaking though other infantry  , etc) , another in archery with a selection of bowmen for different situations (longbowmen interspersed with shortbowmen who fire faster but with a much shorter range, crossbows to punch through heavier armor, etc), another specialising in cavalry, another in something else ( I really dunno, I'm just spitballing).
  I'd rather not have uber-powerful units which spoil the flow of the game, but I would like some more specialised units which allow for some more interesting tactics.  If there are to be uber top-tier units, I'd prefer them to be very expensive to maintain, and very difficult to promote to.  Otherwise, once you reach a certain economical level, you simply have an immortal/unbeatable army which I think takes all the fun out of the game.

Then I was thinking of a mix&match sort of thing where you can select what types of infantry, cavalry & ranged units you'd prefer to utilise, by ticking boxes or selecting them from a menu.  Perhaps have a marshal npc to customise your personal troop-tree
e.g. If the player wants their top-tier infantry to be two-handed heavyarmor shocktroops, or onehanded+shield, etc.
      Or top-tier archery units to have either much higher damage,range or ammo, or more defensive capabilities, or better skill at melee.

Sorry if this is fairly vague - I really had only a vague idea to begin with. :razz:

Oh, and apologies if this is the wrong forum to post all this in.  I think I got carried away with it.
 

nadgebash

Recruit
By the way, I really like the bandit warbands which swarm you from time to time. :grin:  They can really destroy any false sense of security you have early in the game.  Which mod is that from?

One other thing, the enemy's formations only seem to apply to the first wave of units. After reinforcements arrive, they simply charge at you.  Dunno whether this was intended or not.

Also, I've noticed some bandits which begin in formation just stay put through the battle, allowing you to easily walk up to them and pick them off one-by-one.  Seeing these tight groups of stationary infantry really makes me wanna throw in a holy hand grenade, but that's just me, I guess.

I like the formations of archers.  3 or 4 simultaneous hits to your head take you down pretty quickly, which adds to the fun for me.  It's very satisfying to break that archer line without getting hurt.

I look forward to trying out the rest of the mod. :smile:  Good work on meshing the mods together.
 

Geroro

Veteran
yes,I just started playing and the first few bandit fights,only 1 of the bandits attacks you while all the other stay in a group and dont move.They do attack you with ranged weapons and attack melee if you come near,but they dont move at all,except when they are trying to run away from the map.
 

Bismarck

Knight
With the "Player Supporters Faction", is it at all possile to have a selection of perhaps 3-4 separate troop trees, allowing the player to select one to use when they begin their own faction. Perhaps one tree specializing in Infantry (with pikemen who have good defense Vs cavalry, light infantry for engaging archers and chasing down fleeing units & heavy units for breaching castle walls & breaking though other infantry  , etc) , another in archery with a selection of bowmen for different situations (longbowmen interspersed with shortbowmen who fire faster but with a much shorter range, crossbows to punch through heavier armor, etc), another specialising in cavalry, another in something else ( I really dunno, I'm just spitballing).
Sounds a bit like the great mod Sword of Damocles. In that mod, you can choose your homeland faction and when you found your own kingdom in Calradia, you're able to recruit your homeland troops. The Republic of Marina for example relies on halberdiers and crossbowmen and the Ancient Empire of Antares favours heavy infantry and cavalry.
Unfortunately, I don't know how to implement that feature into Native. I'm a beginner when it comes to coding.


I'd rather not have uber-powerful units which spoil the flow of the game, but I would like some more specialised units which allow for some more interesting tactics.  If there are to be uber top-tier units, I'd prefer them to be very expensive to maintain, and very difficult to promote to.  Otherwise, once you reach a certain economical level, you simply have an immortal/unbeatable army which I think takes all the fun out of the game.
At the moment, I'm testing the custom troop tree I've introduced on page 1 of this thread. You can choose their equipment to suit your style, but it's still not perfect. However, they don't seem to be overpowered. I've tried to storm a Nord castle and my men got slaughtered (I'm playing on easy).


Then I was thinking of a mix&match sort of thing where you can select what types of infantry, cavalry & ranged units you'd prefer to utilise, by ticking boxes or selecting them from a menu.  Perhaps have a marshal npc to customise your personal troop-tree
e.g. If the player wants their top-tier infantry to be two-handed heavyarmor shocktroops, or onehanded+shield, etc.
      Or top-tier archery units to have either much higher damage,range or ammo, or more defensive capabilities, or better skill at melee.
That would be great, but the question is: does the engine support that? I don't think so.
I'd really like to have a flexible system allowing you to recruit some men, outfitting them as you see fit and upgrading them with better weapons, armours, stats and AI (better troops should behave more intelligent and block more often than recruits).
Maybe a better engine (Mount&Blade 2?) might do that.


Sorry if this is fairly vague - I really had only a vague idea to begin with. :razz:
Ideas are always appreciated, but the realization is a different matter.


By the way, I really like the bandit warbands which swarm you from time to time. :grin:  They can really destroy any false sense of security you have early in the game.  Which mod is that from?
That's part of Custom Commander. It also reintroduces the Black Khergits and the Dark Knights. Nostalgia from early Mount&Blade versions.


One other thing, the enemy's formations only seem to apply to the first wave of units. After reinforcements arrive, they simply charge at you.  Dunno whether this was intended or not.
Also, I've noticed some bandits which begin in formation just stay put through the battle, allowing you to easily walk up to them and pick them off one-by-one.  Seeing these tight groups of stationary infantry really makes me wanna throw in a holy hand grenade, but that's just me, I guess.
I've also encountered these problems. It seems that the formation kit needs an update...


I like the formations of archers.  3 or 4 simultaneous hits to your head take you down pretty quickly, which adds to the fun for me.  It's very satisfying to break that archer line without getting hurt.
I too love more tactical battles, but I wish the handling would be a bit more comfortable.


Right now, I'm testing the new custom troop tree and trying to implement them as troops for the "player supporters faction". I've found a thread with code, but so far, it doesn't work. I guess I'll upload the new version with the new custom troop tree today.
Implementing the troops for the player supporters faction will be a future project.
By the way, I've added the new chain warhorse hidden in the brf-file from 1.127 and I tried to put a little bit of order into the items.py by sorting the equipment according to material and weapon type.
 

The Raven

Recruit
This should be the backbone of any mod.
Seriously it's pointless to start a mod without all these things already in... it's really like playing another game.
 
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