
In science and philosophy, a paradigm /ˈpærədaɪm/ is a distinct set of concepts or thought patterns, including theories, research methods, postulates, and standards for what constitutes legitimate contributions to a field. (Wikipedia)
I wonder, there are great "Tolkien" or "Star Wars" mods (for a lot of games, but Mount and Blade is an ideal example). But I have never seen mod that would combine all this worlds into a huge cosmogenic Babel tower. So here we are. PARADIGM WORLDS is a mod that tries to combine different 'worlds' into a big, one mod. Those 'worlds' are called PARADIGM.
Apart from that mod's aim is to use all strategic, tactic and rpg features that can give a player better control over his own 'PARADIGM'.
Mod is under construction, it is developing, but it is also READY to play. Download link and mod info link below.
RACES:
*human (man, woman, beautiful woman),
*skeleton
*orc
*uruk
*elf
*dwarf
*morlok
*djinii
*alien
*halfgiant
*vampire
*mutant
RACES NPC:
- giant
- beast
- demon
- golem
MAIN FACTIONS:
PEOPLE'S DEMOCRATIC REPUBLIC OF MORLOK – totalitary system in victorian era
NECROCORP SYNDICATE – undeads with future tech corporate syndicates
ALIEN SHOGUNATE – space aliens in Japan's shogunate opaque
FANTASY MAGIOUCRACY – elves, orcs and djiniis in Tolkien's setting
UNITED STATES OF RENAISSANCE – historical human faction
SANITARIUM CONSPIRACY – far east setting with global conspiracy mania
SUB-FACTIONS: [minor faction do not have their own towns or castles] (playable bolded)
- Justice League (Pirate Hunters, Vampire Hunters)
- Scoiatael Commando (Elven Rebels)
- Weimear Rebels (Medieval Knights)
- Scav Mutated Morloks (Radiated and sick Morloks)
- Undeads (Skeletons, Skeletal Mages, Liches, Draugrs, Vampire Thralls, Assassins) (partially playable)
- Doomsday Cultists (Evil Ketele Cultist)
- Alien Pirates (Space Pirates with blasters)
- Star Gate Expedition (SG human soldiers)
- Techno Mages (Ghostly cyber techno plasma weapon users)
- Old Gods Crusaders (Classical Medieval Chivalry)
- Lost Legion (Roman Empire Legionists)
- Crazy Pikts (Rotten demoralized elves)
- Desert Abominations (Desert skeletons)
- Angry Dwarves (Rebel miner, chaos dwarves)
- Corsairs (Sea dwarven pirates)
- Escaped Mutants (deformed mutants)
- Cannibals -> Undeads
Playable - means that player can change its reinforcements, troop tree to this faction, like to any other main faction
ORDERS (orders can be established on towns and castle courts by player or by another lord):
- Longbeard Engineeers (dwarven specialists)
- Fallen Legion (vampires, nosveratu)
- Tao Dimension Order (unique disc throwers)
- Digital Legion (high-tech predators)
- Crimson Brothers (sea aliens)
- Unknown Experiment Narvik (mutant order)
WEAPONS: numbers and short description
275 one-handers (swords, maces, axes, wands, katanas, lightsabers, etc.)
106 two-handers (greatswords, nodachis, hammers, etc.)
129 polearms (halberds, staves, glaives, hafted blades, etc.)
26 bows (elven, orcish, uruks, magic, etc.)
26 types of arrows (poisoned, barbed, energy, magic, explosive, etc)
56 thrown weapons (knives, shurikens, grenades, javelins, pilums, jarids, palantirs, heads (yes!), daggers, harpoons, spears, magic missiles, etc.)
24 handguns (flintlock, wheelock, revolvers, pistols, nailguns)
53 firearms (arquebus, blunderbus, shotguns, rifles, sniper rifles, carbines, machine guns, SMGs,)
36 crossbows&energy weapons (blasters, launchers, panzerfaust, laser and plasma weapons, wands, magic staves, kinetic rifles, unique launchers, etc.)
18 kinds of ammo (cartridges, shock, explosive, dum-dum bullets, silvered bullets, buckshots, nails, etc.)
31 kinds of energy ammos (plasma, laser, flying skulls, red, blue, green, yellow energy, missiles, bio-hazard bullets, bolts, viral missiles, etc.)
73 books & goods (cheese, pyre powder, gunpowder, fisstech, elfskin, mushrooms, human flesh, elven skin, coffee, corn, watermelon, skill-books, crystals, antiques, etc.)
106 two-handers (greatswords, nodachis, hammers, etc.)
129 polearms (halberds, staves, glaives, hafted blades, etc.)
26 bows (elven, orcish, uruks, magic, etc.)
26 types of arrows (poisoned, barbed, energy, magic, explosive, etc)
56 thrown weapons (knives, shurikens, grenades, javelins, pilums, jarids, palantirs, heads (yes!), daggers, harpoons, spears, magic missiles, etc.)
24 handguns (flintlock, wheelock, revolvers, pistols, nailguns)
53 firearms (arquebus, blunderbus, shotguns, rifles, sniper rifles, carbines, machine guns, SMGs,)
36 crossbows&energy weapons (blasters, launchers, panzerfaust, laser and plasma weapons, wands, magic staves, kinetic rifles, unique launchers, etc.)
18 kinds of ammo (cartridges, shock, explosive, dum-dum bullets, silvered bullets, buckshots, nails, etc.)
31 kinds of energy ammos (plasma, laser, flying skulls, red, blue, green, yellow energy, missiles, bio-hazard bullets, bolts, viral missiles, etc.)
73 books & goods (cheese, pyre powder, gunpowder, fisstech, elfskin, mushrooms, human flesh, elven skin, coffee, corn, watermelon, skill-books, crystals, antiques, etc.)
ARMOURS:
460 armours (plates, mails, mithril, kevlar, teflon, trench, combat suits, uniforms, panzer, energy, ghostly, etc.)
159 parts of different armour sets (gloves, gauntlets, tatoos, boots, greaves, magic, futre tech, modern, military, elven, orcish etc.)
158 shields (magic ritual shield, tech-shield, anti-hack shield; power field, pavise, scutum, kite, board)
159 parts of different armour sets (gloves, gauntlets, tatoos, boots, greaves, magic, futre tech, modern, military, elven, orcish etc.)
158 shields (magic ritual shield, tech-shield, anti-hack shield; power field, pavise, scutum, kite, board)
MOUNTS&VEHICLES:
over 90 different types of mounts and vehicles
animals (horses, camels, elephants, deers, pegazes, bears, spiders, ponys, goats, wargs, wolves, stallions, chargers, hunter, etc.)
vehicles (hovercraft, techno-brooms, bionic spiders, etc.)
animals (horses, camels, elephants, deers, pegazes, bears, spiders, ponys, goats, wargs, wolves, stallions, chargers, hunter, etc.)
vehicles (hovercraft, techno-brooms, bionic spiders, etc.)
UNIQUES:
elite, artifacts, legendary items with special abilities
specially crafted launchers, weapons (paralizing palantirs, energy lances, etc.)
specially crafted launchers, weapons (paralizing palantirs, energy lances, etc.)
FEATURES:
huge, detailed map (which have resamblance to our worlds map, but simplified and compacted)
pbod, freelancer
dynamic, demanding campaign (Doomsday Clock, see details below)
modified map AI
different game scenarios at game start
custom troops, tree troop, wide range to items for each custom troop
cannibalizing, slave trading
autofire (smg, machine guns)
explosions, magic effects
new towns, people
new scenes, settings
sea travels
lots of new factions
BOSSES - giant troops that lead hordes of their faction troops
Demons, Golems, Water Elementals and more
you can establish, banish orders, hire their troops
detailed strategic options given to patrol, mercenaries and order parties
new merchants with unique items
a lot of new buildings for towns, castles and villages
hundreds of new troops from different worlds
movement depending on terrain
changing to factions/sub-factions
new icons, icon unlocker for the player
party healing, morale raising
new tactics and strategy due to new weaponry and troops
fantasy, sci-fi setting
new options to honour and relations (you have a lot benefits for being 'bad')
regular, elite, special units
30 interesting, unique companions
nearly absolute freedom
un-balanced factions (you can choose easy or hard way)
improved options for being a faction leader (lords bribing, capture kings to force peace, etc.)
crafting (create unique artifacts and eqip companions with them) simple system, but rewarding
***
there are a lot more features, some of them made by me especially for this mod
this would be probably most unconventional mod you will play
crazy, strange, sometimes funny - when was the last time you shoot MG42 at elves?
I've put a lot of effort to make this mod detailed in strategic manner, there are small things that make this mod easy-to-learn but give good depth of features
***
Doomsday Clock - this an example of my thinking about this mod. Every day Doomsday Clock is ticking. For some features like changing race, faction, choose scenario, making 'bad' things, like building Ketele temple, you receive additional Doomsday's. For doing 'good' things sometimes you revert back Doomsday, but in a slower manner. Doomsday Clock has impact all whole gameplay: how hard are nemies, how many of them are raiding world, power of factions, lords, how much you earn, generally has an impact on all important things going on in this world. That way you have to be active, to keep up with worlds changes.
huge, detailed map (which have resamblance to our worlds map, but simplified and compacted)
pbod, freelancer
dynamic, demanding campaign (Doomsday Clock, see details below)
modified map AI
different game scenarios at game start
custom troops, tree troop, wide range to items for each custom troop
cannibalizing, slave trading
autofire (smg, machine guns)
explosions, magic effects
new towns, people
new scenes, settings
sea travels
lots of new factions
BOSSES - giant troops that lead hordes of their faction troops
Demons, Golems, Water Elementals and more
you can establish, banish orders, hire their troops
detailed strategic options given to patrol, mercenaries and order parties
new merchants with unique items
a lot of new buildings for towns, castles and villages
hundreds of new troops from different worlds
movement depending on terrain
changing to factions/sub-factions
new icons, icon unlocker for the player
party healing, morale raising
new tactics and strategy due to new weaponry and troops
fantasy, sci-fi setting
new options to honour and relations (you have a lot benefits for being 'bad')
regular, elite, special units
30 interesting, unique companions
nearly absolute freedom
un-balanced factions (you can choose easy or hard way)
improved options for being a faction leader (lords bribing, capture kings to force peace, etc.)
crafting (create unique artifacts and eqip companions with them) simple system, but rewarding
***
there are a lot more features, some of them made by me especially for this mod
this would be probably most unconventional mod you will play
crazy, strange, sometimes funny - when was the last time you shoot MG42 at elves?
I've put a lot of effort to make this mod detailed in strategic manner, there are small things that make this mod easy-to-learn but give good depth of features
***
Doomsday Clock - this an example of my thinking about this mod. Every day Doomsday Clock is ticking. For some features like changing race, faction, choose scenario, making 'bad' things, like building Ketele temple, you receive additional Doomsday's. For doing 'good' things sometimes you revert back Doomsday, but in a slower manner. Doomsday Clock has impact all whole gameplay: how hard are nemies, how many of them are raiding world, power of factions, lords, how much you earn, generally has an impact on all important things going on in this world. That way you have to be active, to keep up with worlds changes.
SMALL BACKGROUND:
***
I imagine PARADIGM WORLD like our after some apocalypse, then something about 6000 years later some of creatures began to re-create world. But its rules and habitants have changed. Humans are just one race amongst many others. Ways to develope also have changed. Some of the humanity uss 'old' path, for example united States of Renaissance tries to re-create 'old' world. Aliens (space) have found another historical culture - Japan's shogunate - and their life is similar in some ways to those times. But there are races like Fantasy Magioucracy that are ruled by mages and devolped their own, new style of life.
If you want to learn more about new world and it's habitants please see articles section: [link]http://www.moddb.com/mods/paradigm-worlds/articles[/link]
I imagine PARADIGM WORLD like our after some apocalypse, then something about 6000 years later some of creatures began to re-create world. But its rules and habitants have changed. Humans are just one race amongst many others. Ways to develope also have changed. Some of the humanity uss 'old' path, for example united States of Renaissance tries to re-create 'old' world. Aliens (space) have found another historical culture - Japan's shogunate - and their life is similar in some ways to those times. But there are races like Fantasy Magioucracy that are ruled by mages and devolped their own, new style of life.
If you want to learn more about new world and it's habitants please see articles section: [link]http://www.moddb.com/mods/paradigm-worlds/articles[/link]
Who will or should definately like this mod?
- If you are fan of David Cronenberg movies like 'Videodrome', Ridley Scott's 'Alien', you like sci-fi setting, this mod is definately for you.
- If you are fan of Tolkien setting, generally RPG, with a darkness flavour, this is mod for you.
- If you like not only Dracula but also Nosveratu (for example Werner Herzog's) this is mod for you, and race I'd suggest you choose is a vampire
- If you like 'epidemic' movies, viruses, mutants and so on - you should watch this mod closely
- If you think that player can be a scenario creator just by role-playing, this is mod for you
- If you are open-minded to different solutions, from visual to intellectuall this mod is for you
- If you want to rule Cannibal Horde and overtake humanity by eating them - this mod is for you
- If you think that corrupting yourself to dark arts and become undead is a good way to become powerful - this mod is for you
- If you ever questioned yourself who would win battle: Tolkien Uruks or Space Pirates - yes, this game is for you
- If you are fan of Tolkien setting, generally RPG, with a darkness flavour, this is mod for you.
- If you like not only Dracula but also Nosveratu (for example Werner Herzog's) this is mod for you, and race I'd suggest you choose is a vampire
- If you like 'epidemic' movies, viruses, mutants and so on - you should watch this mod closely
- If you think that player can be a scenario creator just by role-playing, this is mod for you
- If you are open-minded to different solutions, from visual to intellectuall this mod is for you
- If you want to rule Cannibal Horde and overtake humanity by eating them - this mod is for you
- If you think that corrupting yourself to dark arts and become undead is a good way to become powerful - this mod is for you
- If you ever questioned yourself who would win battle: Tolkien Uruks or Space Pirates - yes, this game is for you
COMMUNITY:
responsive developer (that's me)
listening to players (see mod's forum - quick answers) [link]http://www.moddb.com/mods/paradigm-worlds[/link]
players are also creators (suggestions, demands are implemented asap)
articles with lore, background
articles describing tactics, races, options and features [link]http://www.moddb.com/mods/paradigm-worlds/articles[/link]
listening to players (see mod's forum - quick answers) [link]http://www.moddb.com/mods/paradigm-worlds[/link]
players are also creators (suggestions, demands are implemented asap)
articles with lore, background
articles describing tactics, races, options and features [link]http://www.moddb.com/mods/paradigm-worlds/articles[/link]
UPGRADING & EVOLVING:
new features are being prepared as we speak
polishing, bug-fixing (asap)
patching
save-compactible (as much as possible) [I respect long-time game players]
improving gameplay
always looking for new options, features
polishing, bug-fixing (asap)
patching
save-compactible (as much as possible) [I respect long-time game players]
improving gameplay
always looking for new options, features
CREDITS:
CODING:
When I started modding year ago, I knew absolutely nothing about coding. Now I know a little bit more. In this place I have to thank to all people who helped me directly on the forum by giving osp codes, or helped me just by teachning coding theory.
GRAPHICS, DESIGN:
I am a photographer, so some work with texture I could do. I tried to modify as much "original osp" textures, not because I didn't liked them – opposite, I think that they are very orignal, by I am truly ashamed, that I am unable to create my own 3d models. So I wanted to give something more, than just copy/paste objects. So I did a lot of redesigning of textures.
About all OSP's: It was a great fun adding this stuff to Paradigms. To watch closely how detailed and imagintive their work can be was a very good experience. So big thanks for:
MUSIC&SOUNDS:
I play this mod without music. As I believe that in most cases music can help feeling game better, it is not my mod case. So you are free to use any music you like. All additional sound were taken from freeware sites and then edited by free sou nd editors.
When I started modding year ago, I knew absolutely nothing about coding. Now I know a little bit more. In this place I have to thank to all people who helped me directly on the forum by giving osp codes, or helped me just by teachning coding theory.
GRAPHICS, DESIGN:
I am a photographer, so some work with texture I could do. I tried to modify as much "original osp" textures, not because I didn't liked them – opposite, I think that they are very orignal, by I am truly ashamed, that I am unable to create my own 3d models. So I wanted to give something more, than just copy/paste objects. So I did a lot of redesigning of textures.
About all OSP's: It was a great fun adding this stuff to Paradigms. To watch closely how detailed and imagintive their work can be was a very good experience. So big thanks for:
MUSIC&SOUNDS:
I play this mod without music. As I believe that in most cases music can help feeling game better, it is not my mod case. So you are free to use any music you like. All additional sound were taken from freeware sites and then edited by free sou nd editors.
CREDITS LIST:
MOST IMPORTANT: great thanks for the TLD for making their mod OSP. Thanks to all people from The Last Days mod for Warband.
I have used models and textures for creating whole faction of "tolkien" of my mod, as well I used many objects and textures for other in-game purposes. Armors, swords, bows – they are so many in my mod thanks to creators of mod The Last Days.
Link to osp www: Forums.taleworlds.com and list of all TLD makers: Mbx.streetofeyes.com
I cannot tell witch object or texture was made by whom exactly, but I can tell this: without their work my mod could not exist.
The very similar thing is with La Grandmster's The Reckoning. I have learned a lot thanks to him (releasing modules). I have used a lot of objects, you know from his game. I have also used textures, meshes from this mod.
CODING:
GAREDYR – for cannibalism kit code osp, helping with coding in polish warband forum
GAREDYR, MAT BERSEKER, LEW, FIRENTIS from polish warband forum for all help with coding, with all Q&A
Q&A Thread in warband forum which helped me a lot: Lord of Shadows, MitchellD, Lumos, jacobhinds, Ikaguia, gdwitt, The_dragon, Somebody, kraggrim, kalarhan ,
Thanks to all authors from PYTHON SCRIPT/SCHEME EXCHANGE – even if I didn't use all of codes I learned a lot from them and their authors
The Ultimate Introduction to Modding by Lumos
[Tutorial] Make your own Companions - Malik Faris
[OSP][Tutorial] New Building for Towns: Orphanages (Combo School & Mill) - Malik Faris
Adding a new race - pentagathus
kt0's guide to overpowered items – kt0
Pre-Battle Orders & Deployment – modmerger version – Caba`drin
Freelancer 1.51 – taragoth
Dynamic Kingdom Troop Tree Presentation - dundee
OBJECTS:
Counterpoint – shuriken models
RGCoTL's - RGCoTL's Rome objects
Zimke Zlovoljni - Ficus's Roman Pack
Xenoargh - Mackie's OSP Weapons Pack, Camel Model
As0017 - Some Vietnamese items Llew - Flintlock Firearms OSP
Wilk22 - Single Hussar Wing OSP
bogmir - [OSP] ITEM Fantasy set, Samurai weapons OSP
fede.caprari - Soviet Officer Uniform
Rigadoon – Elephant
-IYI-O-R-T- - OSP STEAMPUNK AND COSTUMES PACK
k0nr@d - [OSP] [Item] Pegasus Armory [v1.08 11.04.2015]
Dariel - [OSP] Star Wars Samurai/EU Items
Sherlock Holmes - [OSP][Items]Riot Police OSP
Willhelm - 19th Century Firearms
Willhelm - Ultimate 17th Century Pack
Gothic Knight - Classical Italian/Roman items OSP Dankmar - Dankmars fantasy armors
Sphere - ModMerger framework 0.2.5 ( Fisheye - [Kit] Customize troops feature for your mod Caba`drin - [WB, SP, Code] Custom Player Party Name (Open Source) Xenoargh - [OSP] SimpleLoot MartinF - Duel Kit v0.5 released Caba`drin - [WB, SP, [script] Custom Player Kingdom Vassal Titles (Open Source)
Rubik - [script]The World Map to show the exact realm of factions
surrealms race pack – I couldn't find authors, however this is their list of thanks. I think this is their credits: Thorgrim for the BRF Editor
Hellequin for Blender SMD export script
Yoshiboy for the great tutorials
JIK for the Module System documentation
Claudio. Most of installation text - the grammatically correct part - borrowed from him.
TES4-OSP-Weapons - Nexons Armory - All models and textures by Nexxon
Tesnexus.com
There are probably some of the banners from this banner-pack: Arked-Draggon Alternate Clan Banner Pack (with matching Heraldic backs). Their creators:
Credits:
- Orginal creators of the native Warband banners & script files
- Chadz and the Donkey Crew for the cRPG version of the script
- Kalam, Arked, Overdriven, and Niemand for their work on the banner packs
- Overdriven for coming up with the script edit idea for matching Heraldic backs
- Mendrak aka Mendo for matching d.dds & helping with the slot images
- Mendrak, Entar, and Vingnir for general assistance and tips
- All the folks who have created custom Clan/Faction banners for this pack and others
Barf_Skeleton_Army_v2 – Mbrepository.com - Barf
TES4-OSP-Weapons - 27.June:Andragorn'sWeapons2; 28.June:Nexxon Updated (Nexons Armory, Jojjo's Weapons, Andragorn's Weapons (HighPolys), Andragorn's Weapons 2, TES4-OpenSourceProject-Weapons) from credits/thanks of author of this pack: Thanks to all the talented modellers and texturers, who have created these beauty items! Thanks to Morgh for his great Warband Mod Tools, which I used to put the weapons ingame! They're really easy to use, but mighty! Thanks to mtarini for his great OpenBRF, which I used to port the Oblivion-modells into Mount&Blade! You're all doing a really important work for our community!
There is something problematic about Calradia:Modern Warfare OSP. I tried to assure that using objcts from this mod is legal, fair.
As I understand – nemeruis – was the author of some objects in this mod. As he stated his work as OSP I have used some (just a few) models from this mod. If anyone knows about problems with it, please give me some info. Used objects: some helmets, shotgun, ak47, 2 or 3 soldier suits. As nemuruis stated that theese are his objects, credits goes to him.
motomataru's formations (in modmerger pack) – motomaru
!!! I can't find author of trainig ground scenes. - I have downladed his work some time ago and now I don't remember who he was. I apologize for that. If you have the right info, please let me know.
!!! The same is with author of pack of chargers, plated horses, which I used for my mod. If you know who is he, please let me know.
I spent a lot of time to find authors of all objects/codes I have used and as far I am sure I did my best, I know that there are problably some people and their great work that I forgot.
I am really sorry and I apologize for that in advance. If you know anything about author(s) of any work I have used and didn't give credit – please let me know. From the list you can see that this mod was possible only because of the work of many people who gave their work to osp. This mod is possible also thanks to people who had patience to help me and learn about coding.
I spent many hours retexturing, coding myself – so believe me – I understand how much work has to be done to create osp codes, mods, objects and so on. Any textures – they are rather characteristic, ideas which are mine – you can use anyway you want. As long as it will not be used for commercial purposes. Please remember that still all 3d objects are borrowed from other osp, and you should rather look for originals objects, not rip this mod.
You can find me on the warband forum as MadGuarang, the same nick on the polish site of mount and blade.
You can also find me on facebook as Karol Grodecki, or write an email: [email protected]
My favourite comments on this mod: (from comments section on moddb)
'This mod is insane enough for me to love the idea. I'm looking forward to playing this.'
'I have never seen such a mod like this one before! so good work man.'
'Awesome mod, and it works on my low-end computer so +1 for that too!'
'I listen to old happy hardcore and ragga jungle while playing your mod, it is pretty enjoyable combination. Kinda fits the craziness.'
'Nicely done and promising mod, really like it and playing only that lately.'
'Loving the look of the digital legion! Man I can't explain how much i love the technomages / cyborgs / look of this mod!'
'I LOVE this mod. It combines the various little role play materials from various other mods that I enjoy and lets me use it in a pseudo plausible universe (good for immersion).'
'Amazing update! Lovvvving the new faction. They remind me of the borg from startrek mixed with the necron from warhammer 40k haha.'
'Not to mention that they add a bit of immersion to the game. Surviving desert bandits in their homeland and coming out with some sweet camels and armor makes for an in game adventure rivaled only by that of conquering a series of fortresses while keeping on the lookout for counter-attackers. '
'Epilogue: The rambler went on to describe the ugly magiocracy "ladies", ask about the insertion of more small yet skilled parties like SG squads for other factions, hate on the giants who ruined countless tournaments for hime (THOSE WERE MY KILLS!!!), discuss how the ocean is a deathtrap and needs sea sheriffs, ask about establishing Scoiatel culture/female elves/elven ladies/major Scoia uprisings/related elf-loving liberal nonsense (his inner DF player was disgusted), and generally waste time and space talking about the game instead of playing it.'
'Well, that's different.'
'This is one of the more... Stranger mods. But that isn't a bad thing.'
'Love the new pics, is that a panzerfaust on his back?'
'Awesome. I love the dedication you put in, not just to the textures and weapons but the gameplay dynamics. This is going to be one of the best mods for warband.'
'DON'T LISTEN TO THIS! THIS IS ALL REBELL PROPAGANDA! There are no so called 'undead' in Weimear!'
'I have never seen such a mod like this one before! so good work man.'
'Awesome mod, and it works on my low-end computer so +1 for that too!'
'I listen to old happy hardcore and ragga jungle while playing your mod, it is pretty enjoyable combination. Kinda fits the craziness.'
'Nicely done and promising mod, really like it and playing only that lately.'
'Loving the look of the digital legion! Man I can't explain how much i love the technomages / cyborgs / look of this mod!'
'I LOVE this mod. It combines the various little role play materials from various other mods that I enjoy and lets me use it in a pseudo plausible universe (good for immersion).'
'Amazing update! Lovvvving the new faction. They remind me of the borg from startrek mixed with the necron from warhammer 40k haha.'
'Not to mention that they add a bit of immersion to the game. Surviving desert bandits in their homeland and coming out with some sweet camels and armor makes for an in game adventure rivaled only by that of conquering a series of fortresses while keeping on the lookout for counter-attackers. '
'Epilogue: The rambler went on to describe the ugly magiocracy "ladies", ask about the insertion of more small yet skilled parties like SG squads for other factions, hate on the giants who ruined countless tournaments for hime (THOSE WERE MY KILLS!!!), discuss how the ocean is a deathtrap and needs sea sheriffs, ask about establishing Scoiatel culture/female elves/elven ladies/major Scoia uprisings/related elf-loving liberal nonsense (his inner DF player was disgusted), and generally waste time and space talking about the game instead of playing it.'
'Well, that's different.'
'This is one of the more... Stranger mods. But that isn't a bad thing.'
'Love the new pics, is that a panzerfaust on his back?'
'Awesome. I love the dedication you put in, not just to the textures and weapons but the gameplay dynamics. This is going to be one of the best mods for warband.'
'DON'T LISTEN TO THIS! THIS IS ALL REBELL PROPAGANDA! There are no so called 'undead' in Weimear!'
DOWNLOAD LINK
http://www.moddb.com/mods/paradigm-worlds/downloads
ARTICLES LINK
http://www.moddb.com/mods/paradigm-worlds/articles
IMAGES LINK
http://www.moddb.com/mods/paradigm-worlds/images
SOME IMAGES art and in-game:
PART 1










PART 2










PART 3










PART 4








PART 5










GENERAL MOD INFO:
Name: PARADIGM WORLDS
Version: v 0.92
Game version: 1.168+
Category: Total Conversion / Overhaul / Mod combo
Mode: SP, (MP has very small changes)
Languages: EN (well, sort of)
Version: v 0.92
Game version: 1.168+
Category: Total Conversion / Overhaul / Mod combo
Mode: SP, (MP has very small changes)
Languages: EN (well, sort of)
FULL CHANGELOG:
VERSION 0.92
- new troops for cultist:
- after 160 doomsday clock Ketele Demon is recruited
- after 280 doomsday clock cultist parties will be additionally reinforced by: vyrn demonist, demonist guard (thanks to imginative Vyrn OSP mod),
and some corrupted dwarves, djiniis etc.
- new troop for Morlok faction (Mr. Huspire - specially for You) - Elite Line Grenadier, 2nd upgrade to line infrantry (models, thanks to Blood and Iron OSP mod)
- on request I have lowered (little) troop wages, they are still dependant on doomsday clock, but in more delicate manner (people fear more, the later doomsday clock is)
- custom notes on lords (right click on lord map icon) notes will appear on lord report sheet
- Desert Abominations relations with player will change due to being good or bad
- old God's temple reverts back Doomsday Clock every 14 days (was 30) by 3 days (was 2).
- changes to start new game menu: now starting with all companions is an option to choose (yes/no), not the scenario. So you can play any scenario with all companions.
- Scenarios that include ruling own faction (Cult Leader, Scoiatael Leader, Rebel Pirate Hunters Leader) are easier. Player has a lot more gold on start (that should help with paying soldiers for their jobs for starters) and have more Right to Rule (closer to 50 that allows quite normal faction relations).
- navigation skill has even more to do with parties world map speed (those with lower skill move slower)
- small fixes to bugs reported on forum
- some new textures
- diversified world map, it looked bald in few places
- experimental feature: you can talk with companion to change places, he would become player main character, and 'old' player character 'should' act like as companion. Please have in mind that this option is barely tested and I can't say what changes to game or saves it can do. However it is rather safe to change places before battle, if you want to feel how it is to be your companion. You can ask any companion to change back.
Dialog lines: 'I want to ask you something' -> 'I make you acting party leader. (experimental feature)' and 'I want <player name> to lead party again.'
hint: this way you can also use companions character sheet.
- Bank revenue now depends on lords PARTY skill (was PERSONAL)
- village infested by bandits, now there is a 6% chance (was 3%) and have over 80 random possible 'bandits', watch yourselves, some are extremaly dangerous!
- now in town's, castle's description you will see info about built improvements, even if it doesn't belong to you.
VERSION 0.90
- autofire (smg, machine guns)
- new firearms (from Sig Sauer through M-16 to MG-42)
- new explosions (explosion cartridges)
- more explosions and sfx, now we have a real battlefield
also:
- rondoleros (new troops for United States of Renaissance)
- Ketele Demon (later in game-play, cultists will recruit demons)
- rebalanced items, new unlocked elite and legendary items
- new items (armours, weapons) for vampire lord, vampire assassin
- small fixes
- most powerful units (Pirate Juggernauts, Technomages) slightly 'de-powered'to keep in-game balance (however they are still powerful units)
- small changes to Sanitarium weaponry, void and matrix launchers now use gravity (gravity and friction were disabled) and have longer ranges. Thanks to that npc will use it in better way.
- now buildings Legionary Barracks will provide diversified Legionist. They are called "Retrained" and are slightly different (visually and tactically) from 'normal; Lost Legion troops. Theese are also new troops.
- garrisoned troops pay only 1/3 of wage
- prices for prisoners lowered
VERSION 0.83
MAIN CHANGES:
- new world map
- 3 new cities, 3 new castles, some villages
- new races: dwarf, vampire, mutant
- few different companions (still 30)
- ships, but available to player, minor parties, but not lords
- sailing can be very good way of travelling because of great speed of ships
- Scouts, Patrols, Mercenaries also can be given orders by player. Player has to be a leader of his kingdom.
- new parties: Corsairs, Angry Dwarves, Escaped Mutants, Vampire, Vampire Hunters
VERY BIG ADDITION:
- ORDERS! There are 6 orders with implemented quite suffisticated coding. Orders have own ranks, can reinforce lord's parties. Lords (and player) can establish and upgrade orders. Player can also hire orders like mercenries parties and give them orders on world map (screen me, escort, engage and so on).
- If you want to know more about orders, go to any big city where there order is established and speak with Order Diplomat. They have many useful info about everything that have something with orders.
- Each Order has its own weapons, armors and beasts.
- Beasts are huge, opwerful monster, like bossess. They have exceptionally powerful armors, and amazing weapons, like cannons. You can watch them or hire if you are a lord of your order. Still - speak with Order diplomats.
BONUS: Weimear has fallen! Hail to new risen faction! - Necrocorp - mix of undeads and futuristic syndicate wars agents!
OVERHAULS:
- Campaign AI Fixes and Tweaks - thanks to motomaru - This AI map improvement changes a lot. Lords are more active, agressive. No more staying in castles and waiting for Christmas.
- Rebalancing of items and factions (NOT balancining) Lots of new Firearms and other ranged weapons like Energy Lances, new factions changed some rules, needed to rebalance world a little.
IMPORTANT CHANGES:
- At TOWN's courts you will meet "sacerdotes" - healers and magicians. They can raise party's morale, sell medicine, but most importantly HEAL your party (thx to idibil for the code)
- Quest rewards greatly increased, now they matter again
- Modern Soldiers like STAR GATE now are better (as requested by players)
- However there are Orders which are exceptionally powerful
- There are also new parties like Mutants, Angry Dwarves, so balance of power also have changed.
- OUTLAWS Faction become more important and powerful. Most of new parties are OUTLAWS. You can buy and sell with ranspom brokers like with any other merchants, BUT if you have low honour or are in good terms with OUTLAWS. The same for hiring troops from Ransom Brokers.
- World is far more dangerous now, so Freelancer module is getting more important choice for a start.
- Moving on world map - Now speed on the world map differs far more than before. Pathfnding becomes one of the most important skill, as it has great impact on map speed.
- moving on water depends on new skill: SAILING
FUN:
- I think that whole NECROCORP faction is inteestng because of new weapons, and mounts. But above all is new item of their best agent: PERSUADRATON. They can persuade (only on battlefield, and only for time of one battle) enemies to join your party! Player and companions can also use persuadraton, as it is a normal item, like sword or dagger.
- There are several new weapons, firearms, funny horror stuff like mutants.
TWEAKS:
Because of new power balance:
- Renaissance can upgrade to every level soldier from basic, and has lowest levels of soldiers -> they upgrade fast, and -> recruit can upgrade to elite (this is only faction which can do it)
- Morloks elite troops can throw grenades now
- STAR GATE troops can be imprisoned now
- TECHNOMAGES wages are a lot higher now
also:
- ship hiring cost are different for each place (richer places have higher prices for boats)
- updated info for formations, for better AI fights
- new food/goods modifiers, that have impact for example on party's morale
and very important:
- now imprisoned faction leaders can be forced to make peace
- To establish Orders/hire beasts you need item called "Order License" - you can acquire it by: capturing kings of facitions, bossess of minor factions. (speak with them when they will be your prisoners)
- player starts with one order license (worth 40K) you can sell it and have easy start or keep it to Establish your own order, choice is yours
SOME CHANGES TO LOOK OF THE GAME:
- reworked townspeople, now in villages walks dwarves, elves, and so on.
- reworked textures for towns, villages and so on
Version 0.65
- laser/plasma blasters, energy weapons repaired. They will still work little odd for bots, as they have short range, but now no more shooting in the sky!
- Pirate Hunters / manhunter dialog repaired, now you can attack them and be attacked by them
- upgrading troops more relevant to upgrade level, prices are bit higher
- some items repairing (names, flags, etc.)
- lords gain more xp every few days depending on doomsdayclock (not only when they raise a new party)
- most or all RAGDOLLS repaired (there can be problems with Giants -> "Bosses" from war-parties)
- I don't want to take your fun. To achieve old crazy ragdoll effect you have to find CRAZY RAGDOLL effect in mod DATA folder. There is skeletons.xml file. Overwrite it in mod DATA folder.
Ransom Brokers (You can identify them by their names, they use "r" letter, for example Rolling Roger, or something like that).
dialog to sell prisoners repaired (except Ramun), what is more:
- new feature added - you can hire random units from ransom brokers
- special offer: speak to ransom broker to get 'special offer'. There will be random stock every few 5 days. You will see message informing about it. There will be few units, which normally can not be hired, like prison guards.
- a very special offer - another chance to hire technomages, but mostly a chance to hire high-level mercenaries. Good, interesting option however not a cheap one.
problems solved:
lords stay in castles because of low money for recruitment
- lord wages raised up, so they can easier hire troops and get out of castles.
- lord wages are more dependant on DoomsdayClock. For now their wages raises DoomsdayClockx3 (wasx1) that should guarantee they won't end up in castles later in the game
- lords trade skills are made little higher, mostly on higher levels.
problems solved:
When you take track down bandits quest from guild master and you have positive relations with the band you need to kill, you can't start the battle with them and there's only 1 option "leave" only way to do that is to make them attack someone else and then help the defenders
Now, when you speak with guild master, when you get the quest, there is pecial dialog line added:
- ("good_relations", "I know, that you are in good terms with them, but maybe you will find a way to neutralise them?"),
- ("bad_relations", "As I heard, you are on a warpath with those creatures, so there shouldn't be a conflict of interests.)"),
If you are in good or bad terms you will be informed about it by Guild Master. You can then decide to take or refuse quest.
Version 0.64
- lowered xp's for starting scenarios
- gondor_helmets.brf LODs
- gondor.brf LODS
- trig_gondor_costumes.brf LODs
- lowered xp's for starting scenarios
- blunderbus now working correctly
- lowered CPU usage by smoke from guns
- lowered smoke usage by guns itself
- modern guns do not use smoke anymore (however what is modern gun could be part of another discussion)
- meatskull added properly to skeleton head skins
- xp for player and troops lowered (a little)
version .62
- Basic Multiplayer stuff added. Units: morlok vanguard, yethu vanguard, Legionist and their items
- all units/factions have new stats for multiplayer. Units are far more quicker and their speed is relevant from faction. The greater speed the lower strenght, however.
for example "def_attrib_multiplayer_male = str_20 |agi_100 |int_30 | cha_30 |level(30) #male" "def_attrib_multiplayer_elf = str_14 |agi_130 |int_30 | cha_30 |level(24)
- added new hair and beards for human, elves. (thx to "the reckoning")
- added new companions up to 30 (and probably this is all)
- skyboxes (new, with better sfx)
- now you can give gold bars to your comapnions to improve their morale and reset grievances (ask them do they like gold)
- area damage added, thanks to grenades (low chance merchandise) and dynamite bombs (create) ! (new items)
- Star Gate, SG-2 Science Squad have new member - Spec Ops with new carbine (low damage, high accuracy) and grenades.
- new race: HALF-GIANTS for players and GIANTS for npc parties. They are extremaly strong, but not agile, or charismatic. They're not too smart too. They are biggest race in game, which means they are good in hand-to-hand fight
as they can easly hit heads of enemies, but on the otther hand they are really easy target to hit.
- added new special "war-Parties". They are bigger, stronger parties of minor factions. Each time there can be only one War-Party on the map. They are leaded by hero, which is exrtemely dangerous, very well equipped, so it can be said, that they play role of BOSSes.
- War Parties, I hope, war-parties feature will give some freshness in mid-game, when player becomes very powerful.
- shotguns, blunderbus, handcannon and sawed off shotgun fire now multiple bullets. However they act not 100% properly when on horse... If you don't like it this way please give message in comments
- new troops for cultist:
- after 160 doomsday clock Ketele Demon is recruited
- after 280 doomsday clock cultist parties will be additionally reinforced by: vyrn demonist, demonist guard (thanks to imginative Vyrn OSP mod),
and some corrupted dwarves, djiniis etc.
- new troop for Morlok faction (Mr. Huspire - specially for You) - Elite Line Grenadier, 2nd upgrade to line infrantry (models, thanks to Blood and Iron OSP mod)
- on request I have lowered (little) troop wages, they are still dependant on doomsday clock, but in more delicate manner (people fear more, the later doomsday clock is)
- custom notes on lords (right click on lord map icon) notes will appear on lord report sheet
- Desert Abominations relations with player will change due to being good or bad
- old God's temple reverts back Doomsday Clock every 14 days (was 30) by 3 days (was 2).
- changes to start new game menu: now starting with all companions is an option to choose (yes/no), not the scenario. So you can play any scenario with all companions.
- Scenarios that include ruling own faction (Cult Leader, Scoiatael Leader, Rebel Pirate Hunters Leader) are easier. Player has a lot more gold on start (that should help with paying soldiers for their jobs for starters) and have more Right to Rule (closer to 50 that allows quite normal faction relations).
- navigation skill has even more to do with parties world map speed (those with lower skill move slower)
- small fixes to bugs reported on forum
- some new textures
- diversified world map, it looked bald in few places
- experimental feature: you can talk with companion to change places, he would become player main character, and 'old' player character 'should' act like as companion. Please have in mind that this option is barely tested and I can't say what changes to game or saves it can do. However it is rather safe to change places before battle, if you want to feel how it is to be your companion. You can ask any companion to change back.
Dialog lines: 'I want to ask you something' -> 'I make you acting party leader. (experimental feature)' and 'I want <player name> to lead party again.'
hint: this way you can also use companions character sheet.
- Bank revenue now depends on lords PARTY skill (was PERSONAL)
- village infested by bandits, now there is a 6% chance (was 3%) and have over 80 random possible 'bandits', watch yourselves, some are extremaly dangerous!
- now in town's, castle's description you will see info about built improvements, even if it doesn't belong to you.
VERSION 0.90
- autofire (smg, machine guns)
- new firearms (from Sig Sauer through M-16 to MG-42)
- new explosions (explosion cartridges)
- more explosions and sfx, now we have a real battlefield
also:
- rondoleros (new troops for United States of Renaissance)
- Ketele Demon (later in game-play, cultists will recruit demons)
- rebalanced items, new unlocked elite and legendary items
- new items (armours, weapons) for vampire lord, vampire assassin
- small fixes
- most powerful units (Pirate Juggernauts, Technomages) slightly 'de-powered'to keep in-game balance (however they are still powerful units)
- small changes to Sanitarium weaponry, void and matrix launchers now use gravity (gravity and friction were disabled) and have longer ranges. Thanks to that npc will use it in better way.
- now buildings Legionary Barracks will provide diversified Legionist. They are called "Retrained" and are slightly different (visually and tactically) from 'normal; Lost Legion troops. Theese are also new troops.
- garrisoned troops pay only 1/3 of wage
- prices for prisoners lowered
VERSION 0.83
MAIN CHANGES:
- new world map
- 3 new cities, 3 new castles, some villages
- new races: dwarf, vampire, mutant
- few different companions (still 30)
- ships, but available to player, minor parties, but not lords
- sailing can be very good way of travelling because of great speed of ships
- Scouts, Patrols, Mercenaries also can be given orders by player. Player has to be a leader of his kingdom.
- new parties: Corsairs, Angry Dwarves, Escaped Mutants, Vampire, Vampire Hunters
VERY BIG ADDITION:
- ORDERS! There are 6 orders with implemented quite suffisticated coding. Orders have own ranks, can reinforce lord's parties. Lords (and player) can establish and upgrade orders. Player can also hire orders like mercenries parties and give them orders on world map (screen me, escort, engage and so on).
- If you want to know more about orders, go to any big city where there order is established and speak with Order Diplomat. They have many useful info about everything that have something with orders.
- Each Order has its own weapons, armors and beasts.
- Beasts are huge, opwerful monster, like bossess. They have exceptionally powerful armors, and amazing weapons, like cannons. You can watch them or hire if you are a lord of your order. Still - speak with Order diplomats.
BONUS: Weimear has fallen! Hail to new risen faction! - Necrocorp - mix of undeads and futuristic syndicate wars agents!
OVERHAULS:
- Campaign AI Fixes and Tweaks - thanks to motomaru - This AI map improvement changes a lot. Lords are more active, agressive. No more staying in castles and waiting for Christmas.
- Rebalancing of items and factions (NOT balancining) Lots of new Firearms and other ranged weapons like Energy Lances, new factions changed some rules, needed to rebalance world a little.
IMPORTANT CHANGES:
- At TOWN's courts you will meet "sacerdotes" - healers and magicians. They can raise party's morale, sell medicine, but most importantly HEAL your party (thx to idibil for the code)
- Quest rewards greatly increased, now they matter again
- Modern Soldiers like STAR GATE now are better (as requested by players)
- However there are Orders which are exceptionally powerful
- There are also new parties like Mutants, Angry Dwarves, so balance of power also have changed.
- OUTLAWS Faction become more important and powerful. Most of new parties are OUTLAWS. You can buy and sell with ranspom brokers like with any other merchants, BUT if you have low honour or are in good terms with OUTLAWS. The same for hiring troops from Ransom Brokers.
- World is far more dangerous now, so Freelancer module is getting more important choice for a start.
- Moving on world map - Now speed on the world map differs far more than before. Pathfnding becomes one of the most important skill, as it has great impact on map speed.
- moving on water depends on new skill: SAILING
FUN:
- I think that whole NECROCORP faction is inteestng because of new weapons, and mounts. But above all is new item of their best agent: PERSUADRATON. They can persuade (only on battlefield, and only for time of one battle) enemies to join your party! Player and companions can also use persuadraton, as it is a normal item, like sword or dagger.
- There are several new weapons, firearms, funny horror stuff like mutants.
TWEAKS:
Because of new power balance:
- Renaissance can upgrade to every level soldier from basic, and has lowest levels of soldiers -> they upgrade fast, and -> recruit can upgrade to elite (this is only faction which can do it)
- Morloks elite troops can throw grenades now
- STAR GATE troops can be imprisoned now
- TECHNOMAGES wages are a lot higher now
also:
- ship hiring cost are different for each place (richer places have higher prices for boats)
- updated info for formations, for better AI fights
- new food/goods modifiers, that have impact for example on party's morale
and very important:
- now imprisoned faction leaders can be forced to make peace
- To establish Orders/hire beasts you need item called "Order License" - you can acquire it by: capturing kings of facitions, bossess of minor factions. (speak with them when they will be your prisoners)
- player starts with one order license (worth 40K) you can sell it and have easy start or keep it to Establish your own order, choice is yours
SOME CHANGES TO LOOK OF THE GAME:
- reworked townspeople, now in villages walks dwarves, elves, and so on.
- reworked textures for towns, villages and so on
Version 0.65
- laser/plasma blasters, energy weapons repaired. They will still work little odd for bots, as they have short range, but now no more shooting in the sky!
- Pirate Hunters / manhunter dialog repaired, now you can attack them and be attacked by them
- upgrading troops more relevant to upgrade level, prices are bit higher
- some items repairing (names, flags, etc.)
- lords gain more xp every few days depending on doomsdayclock (not only when they raise a new party)
- most or all RAGDOLLS repaired (there can be problems with Giants -> "Bosses" from war-parties)
- I don't want to take your fun. To achieve old crazy ragdoll effect you have to find CRAZY RAGDOLL effect in mod DATA folder. There is skeletons.xml file. Overwrite it in mod DATA folder.
Ransom Brokers (You can identify them by their names, they use "r" letter, for example Rolling Roger, or something like that).
dialog to sell prisoners repaired (except Ramun), what is more:
- new feature added - you can hire random units from ransom brokers
- special offer: speak to ransom broker to get 'special offer'. There will be random stock every few 5 days. You will see message informing about it. There will be few units, which normally can not be hired, like prison guards.
- a very special offer - another chance to hire technomages, but mostly a chance to hire high-level mercenaries. Good, interesting option however not a cheap one.
problems solved:
lords stay in castles because of low money for recruitment
- lord wages raised up, so they can easier hire troops and get out of castles.
- lord wages are more dependant on DoomsdayClock. For now their wages raises DoomsdayClockx3 (wasx1) that should guarantee they won't end up in castles later in the game
- lords trade skills are made little higher, mostly on higher levels.
problems solved:
When you take track down bandits quest from guild master and you have positive relations with the band you need to kill, you can't start the battle with them and there's only 1 option "leave" only way to do that is to make them attack someone else and then help the defenders
Now, when you speak with guild master, when you get the quest, there is pecial dialog line added:
- ("good_relations", "I know, that you are in good terms with them, but maybe you will find a way to neutralise them?"),
- ("bad_relations", "As I heard, you are on a warpath with those creatures, so there shouldn't be a conflict of interests.)"),
If you are in good or bad terms you will be informed about it by Guild Master. You can then decide to take or refuse quest.
Version 0.64
- lowered xp's for starting scenarios
- gondor_helmets.brf LODs
- gondor.brf LODS
- trig_gondor_costumes.brf LODs
- lowered xp's for starting scenarios
- blunderbus now working correctly
- lowered CPU usage by smoke from guns
- lowered smoke usage by guns itself
- modern guns do not use smoke anymore (however what is modern gun could be part of another discussion)
- meatskull added properly to skeleton head skins
- xp for player and troops lowered (a little)
version .62
- Basic Multiplayer stuff added. Units: morlok vanguard, yethu vanguard, Legionist and their items
- all units/factions have new stats for multiplayer. Units are far more quicker and their speed is relevant from faction. The greater speed the lower strenght, however.
for example "def_attrib_multiplayer_male = str_20 |agi_100 |int_30 | cha_30 |level(30) #male" "def_attrib_multiplayer_elf = str_14 |agi_130 |int_30 | cha_30 |level(24)
- added new hair and beards for human, elves. (thx to "the reckoning")
- added new companions up to 30 (and probably this is all)
- skyboxes (new, with better sfx)
- now you can give gold bars to your comapnions to improve their morale and reset grievances (ask them do they like gold)
- area damage added, thanks to grenades (low chance merchandise) and dynamite bombs (create) ! (new items)
- Star Gate, SG-2 Science Squad have new member - Spec Ops with new carbine (low damage, high accuracy) and grenades.
- new race: HALF-GIANTS for players and GIANTS for npc parties. They are extremaly strong, but not agile, or charismatic. They're not too smart too. They are biggest race in game, which means they are good in hand-to-hand fight
as they can easly hit heads of enemies, but on the otther hand they are really easy target to hit.
- added new special "war-Parties". They are bigger, stronger parties of minor factions. Each time there can be only one War-Party on the map. They are leaded by hero, which is exrtemely dangerous, very well equipped, so it can be said, that they play role of BOSSes.
- War Parties, I hope, war-parties feature will give some freshness in mid-game, when player becomes very powerful.
- shotguns, blunderbus, handcannon and sawed off shotgun fire now multiple bullets. However they act not 100% properly when on horse... If you don't like it this way please give message in comments