SP Native Native Mod Compilation - NMC 1.153 beta2 released

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Dodosa said:
Update please , link death.
I tried uploading the new file, but Nexus produced an error message and advised me to contact an admin. Strange.
When I have access to my own computer again, I'll try to upload it once more.
 
Hello !

I love the idea of regrouping the "core mods" : no new items, textures, music, sounds, animations.

Though are you planning to include some of these following features which seem essential to the gameplay for me^^?
- Freelancer (http://forums.taleworlds.com/index.php/board,232.0.html)
- PBOD (http://forums.taleworlds.com/index.php?topic=142816.0)
- Foraging skill (http://forums.taleworlds.com/index.php/topic,130429.0.html)
- Tournament lancers: Use the right weapon. (http://forums.taleworlds.com/index.php/topic,115171.0.html)
- Spear Bracing Kit (Updated) http://forums.taleworlds.com/index.php/topic,61051.0.html
- Bodyguards/Escorts in Town/Village Scenes (Open Source) (http://forums.taleworlds.com/index.php/topic,151908.0.html)
- Faction Arms Coloured (http://forums.taleworlds.com/index.php/topic,129978.0.html)
- [Kit] Tournament Play Enhancements 1.5 (http://forums.taleworlds.com/index.php/topic,182926.0.html)
- Customizable sparring matches (http://forums.taleworlds.com/index.php/topic,57741.0.html)

Byebye :wink:
 
I was able to upload the new beta version.


xav13 said:
Though are you planning to include some of these following features which seem essential to the gameplay for me^^?
- Freelancer (http://forums.taleworlds.com/index.php/board,232.0.html)
- PBOD (http://forums.taleworlds.com/index.php?topic=142816.0)
- Foraging skill (http://forums.taleworlds.com/index.php/topic,130429.0.html)
- Tournament lancers: Use the right weapon. (http://forums.taleworlds.com/index.php/topic,115171.0.html)
- Spear Bracing Kit (Updated) http://forums.taleworlds.com/index.php/topic,61051.0.html
- Bodyguards/Escorts in Town/Village Scenes (Open Source) (http://forums.taleworlds.com/index.php/topic,151908.0.html)
- Faction Arms Coloured (http://forums.taleworlds.com/index.php/topic,129978.0.html)
- [Kit] Tournament Play Enhancements 1.5 (http://forums.taleworlds.com/index.php/topic,182926.0.html)
- Customizable sparring matches (http://forums.taleworlds.com/index.php/topic,57741.0.html)
When the current bugs are fixed, I can add new stuff. PBOD and Freelancer are mods I always wanted to add, but they are only available as modmerger kits. I've rarely had luck with implementing mod merger files.
 
Which bugs got fixed in this new release? Only the ones llisted on the last few pages or anything else?

And also one more information about the landowner bug:
It seems like I found where the problem with the landowner system comes from. As I said "Tocan's Calradia" has the same problem and as I looked up the bugs in Floris I encountered "Moneylending/Landowners is still paying out rent for lands already sold." as a listed bug. I think it would be wise to disable that system for now (or fix it^^) as it seems to be possible to have a negative balance too (had -27 acres owned and a balance of like 9000 in a city) which makes the system unreliable and also unusable in the late game.

Oh...and about the addition of new mods:
+1 for xav13 -> having a good mod compilation without changed/added textures/sounds is nice
But as already said bugs should come first^^

Edit:
- Camping seems "broken" (as in it works but it throws an get_camp_mesh error).
- Still wrong "Recent Events" morale
 
Hello, I have noticed this mod has unusual amount of lag in battles and sieges with 150 men in single player.
I believe this is caused by custom commander option for troop health bars.
This is happening even if they are disabled.

Can this performance drop be fixed?

 
- The game crashes everytime I click ''walk around the fort'' (Outpost upgraded to fort).

- Also why is there a baggage in the middle of the fort where you can only discard things? Wouldn't it be better with a chest where you can put your stuff? I know this because I was able to enter the fort only before I ''wait here for awhile'' a few days.

- I'd also want to have the abiility to demolish my fort which are available when its only a outpost.


- Any possibility to add throwing weapons to the infantry classes for the player faction troops? (can't have my viking warriors without throwing weapons!).

There was something more but I can't remember for now..


EDIT:

- Oh right after you click go to marketplace in fort and then click ''Head back'' you come to the normal castle screen instead of the fort screen.

- Oh right! It would be cool if you enabled cheats in custom commander and you'd be able to add troops into your party through the troop screen trees. E.g. Add 10 sea raiders or 10 forrest bandits

- Xin Jia dialogue is really messed up. She also gets upset on your character even if it is only her in party, and says ''shes concerned by my choice of companions''

- If you get a positive standing with outlaws through e.g. helping them out against a faction party, they follow you regardless of troop numbers and then attack.

- ''As you wish, sire. Number of troops killed will be the new lord of veluca'' speak for itself I'd think :p

- Siege: ''Lead your troops in a assault'' window does not come up automatically I have to click on map in order to get it up
 
Bugs I encountered in the new beta 2 version so far:
- camping texture is broken (red error message saying it can't find the mesh)
- Recent Events Moral Counter still wrong
- All "new" Companions I have tried in this new game have messed up dialog, cost 0 denars to hire and get a -15 relationship event with messed up text (it says they don't like my character in a way they would say that for another compantion...) a few game hours later and another -15 one later.
- edit: Troop Tree View is bugged - throws an opcode error and two script errors

I didn't encounter the landowner problem yet but I am only like 50 game days in (started new game after deleting old mod folder and installing new version).
 
Lords of my kingdom use their own culture troops. @ Party they get 1st reinforcement as troops of my culture (Player Faction), and all others reinforcements they get as another culture troops. Well, garrisons of castles and towns they fill of my culture troops.
 
- When I choose a culture for my kingdom e.g. khergit I can't recruit khergit troops from my villages.
Is it suppose to be like that? edit: after I then change to nord culture after I've had khergit then suddenly I can recruit khergit troops from villages.

- Infinite camp is broken by hero bandits staging comeback.
 
Custom troops hell yeah! Finaly the ability that i wanted. But why is there no new armors
 
FinnishKnight said:
New armor for your self, and the troops

No the aim for the mod as far as I've understood is to keep it as close to the native feel as possible.
New items and armors kinda mess the already 1337 feel of medieval calradia.

But more armors/weapons to custom troops I'd support because I'd like to completely gear all my tier troops without restrictions e.g. farmer with Knight armor if I'd like it so but restricted after only skill requirements maybe.
 
that would be just plain lame. don't forget that you dont even have to pay for their armor etc. I can't imagin a peasent getting 1 denari every week being able to afford a plate armor.


I do support more armors etc but only to have more possible variation in your troops.

Crille said:
- When I choose a culture for my kingdom e.g. khergit I can't recruit khergit troops from my villages.
Is it suppose to be like that? edit: after I then change to nord culture after I've had khergit then suddenly I can recruit khergit troops from villages.

- Infinite camp is broken by hero bandits staging comeback.

You have to wait a few days to see the effect of culture changes manifest.
 
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