Official Downloads:
Warband Nexus Link
Modb Link
Steam
[Fixed] Female Lymbard Meshes
[Fixed] Female Maccavian Meshes
[Adjusted] Time of year is set to 395
V1.3.0 Changelog: NOT SAVE COMPATIBLE
Unofficial submods:
None
Anti-CTD thread
Useful stuff:
New hotkeys/controls since 0.8:
New Trade Screen (0.9+, can be disabled in options)
Also: left alt - sprinting (0.9+).
Warband Nexus Link
Modb Link
Steam
V1.3.1 (Hotfix)
[Added] Some missing files[Fixed] Female Lymbard Meshes
[Fixed] Female Maccavian Meshes
[Adjusted] Time of year is set to 395
V1.3.0 Changelog: NOT SAVE COMPATIBLE
-
[Added] New Religion
[*][Added] Lymbard Assets
[*][Added] Maccavian Assets
[*][Added] Sayeda Alexis has her own HHG
[*][Added] Intimidation dialogue for kidnapped girl
[*][Added] Nisaynian’s Legacy gets sharper over time
[*][Added] Azure Keep and Aolas Castle now sells basic goods
[*][Added] You can now change tax rates for all of your fiefs at once
[*][Added] Legendary Weapon - Axe of the Forbidden Sea, Weeping Moon
[*][Added] Mercenary Guilds now spawn mercenary parties that will patrol around the town
[*][Added] The player can now participate in caravan trading, speaking with the tavernkeep
[*][Added] Krysanna now has a short questline to reward the player for reaching max relations with her
[*][Added] Steal option for Jailer to skip the pre-fight when breaking people out of prison (requires agility)
[*][Added] You can now recruit minor factions into your party as long as you have enough relations with them (varies)
[*][Added] When asking a lord’s wife to buy gifts, you can now choose to buy enough relations to set yourself back to 0 relations
[*][Added] You can now mass release prisoners by manually speaking to them instead of releasing them one by one for relations boosts. This is only half as effective
[*][Fixed] Liana is no longer related to you
[*][Fixed] Scene oddities in Qaletaqa, Qaletaqa villages, Forniron, Krain, Forniron, Azure Keep, Hafen Castle, Ianthas Castle, Desert Outpost, Arish, Galwe Library, Hornogoth Keep, Tumatarhun
[*]
[*][Adjusted] Sieges are no longer indefinite
[*][Adjusted] You can sprint everywhere now!
[*][Adjusted] Kaiyrithe has a dedicated facegen
[*][Adjusted] Year has changed to 395 to fit the lore
[*][Adjusted] Krysanna’s HHG have more expensive upkeeps
[*][Adjusted] Nox Of Zephilli should now act according to lore
[*][Adjusted] Grazir Pilgrims can be upgraded into Worshippers
[*][Adjusted] Grazir Priests can no longer upgrade into Invokers
[*][Adjusted] Elintor, Geldar and Realm of the Falcon are now the proper race according to lore (Naphali)
[*][Adjusted] Krysanna and her Shadestalkers are now wearing new, identical outfits
[*][Adjusted] Speaking with minor factions that you are friendly with will change their dialogue to a more friendly one
[*][Adjusted] Krysanna and Kaiyrithe are now sisters in-game, with Berlaeduil being the caretaker of Kaiyrithe. This is to remain canon to their lore
Unofficial submods:
None
Anti-CTD thread
Useful stuff:
Useful tips by photolouis
List of expert soldiers
List of player's merc companies
How the new economic system works
Twitch channel with "pro" gameplay of Perisno that makes the mod look like a walk in the park
List of expert soldiers
List of player's merc companies
How the new economic system works
A laggy, poorly optimized Excel file which can be used for planning your companions and main character (their skills and attributes). Includes Perisno 0.9, PoP 3.7063, VC 2.0, Native, Floris, TLD (good side only).
Also includes data about character creation for most of the mentioned mods.
drive.google.com
Also includes data about character creation for most of the mentioned mods.
Warband_PartyPlanner_5.0.xlsx
Exceeding them will raise the upkeep of customizable troops, giving your soldiers worse equipment will lower it.
1h weapons with damage X counts as the same as 2h or polearm weapon with damage X*10/9.
Cutting damage X = piercing damage X*10/12 = blunt damage X*100/145
Crossbows can also be used by archers. Just give them like light_crossbow => just_crossbow => heavy_crossbow => siege_crossbow.
Do not give infantry bows.
What happens if you give your archers many quivers?
1h weapons with damage X counts as the same as 2h or polearm weapon with damage X*10/9.
Cutting damage X = piercing damage X*10/12 = blunt damage X*100/145
Crossbows can also be used by archers. Just give them like light_crossbow => just_crossbow => heavy_crossbow => siege_crossbow.
Do not give infantry bows.
What happens if you give your archers many quivers?

1) Crafting presentation can be found in camp => take an action. You can craft body armor, helmets, boots, gloves (except for male giants and dwarves) and shields.
2) This system relies on operation that was obviously poorly tested by tw devs and it initially caused ctds in certain cases and didn't work for boots and gloves before workarounds were found. So just in case I highly recommend saving your game before crafting.
3) Custom boots and gloves cannot be worn without custom body armor. That's forced by engine limitations.
4) Only your natural, learned engineer skill is taken into account when it's assessed whether you can craft a certain piece of armor or not.
5) Female frames don't work (also crafted helmets look funny on any women for an unknown reason), and there is no way I can think of to make them work. All custom armor (with the exception of female-only armor) will look masculine on any gender. That's another engine limitation.
6) Custom armor is quite demanding both CPU- and GPU-wise. Using it for yourself and companions is fine but I don't recommend giving it to household guards or Ingvar's troops unless you have a powerful PC and/or play at small battlesize and/or reduced graphics settings.
7) Custom gloves will lack arm plates (when such are present in the original item), they will be just... hand gloves.
2) This system relies on operation that was obviously poorly tested by tw devs and it initially caused ctds in certain cases and didn't work for boots and gloves before workarounds were found. So just in case I highly recommend saving your game before crafting.
3) Custom boots and gloves cannot be worn without custom body armor. That's forced by engine limitations.
4) Only your natural, learned engineer skill is taken into account when it's assessed whether you can craft a certain piece of armor or not.
5) Female frames don't work (also crafted helmets look funny on any women for an unknown reason), and there is no way I can think of to make them work. All custom armor (with the exception of female-only armor) will look masculine on any gender. That's another engine limitation.
6) Custom armor is quite demanding both CPU- and GPU-wise. Using it for yourself and companions is fine but I don't recommend giving it to household guards or Ingvar's troops unless you have a powerful PC and/or play at small battlesize and/or reduced graphics settings.
7) Custom gloves will lack arm plates (when such are present in the original item), they will be just... hand gloves.
1. Invest in looting skill of your main character. Not just because of extra Native bonus points, but because of yet another multiplier added in the current version to loot probability formula that depends on your own looting skill. And don't forget that you should avoid using bandit troops in your army. They are cheap but they steal your loot.
2. In the Mercenary Guild there are 7 spots where soldiers change and are recruitable. 2 to the left of the castle near training dummies, 3 on the first floor, 2 on the second floor. The rest are for the atmosphere.
3. On rescuing enemies' prisoners:
If your relation with a soldier's faction plus 3x of your persuasion skill >= 40, you can recruit a soldier of any level.
If your relation with a soldier's faction plus 3x of your persuasion skill >= 0, you can recruit all of those whose level is smaller than yours+2x*persuasion. Others (whose level is higher) will join you partially, depending on the difference between the levels. The rest of "friendly" soldiers will go away.
You should get the remaining hostile "rescued" soldiers as prisoners.
Exception 1: if you're at war with faction X but also have its culture in your kingdom, you will get half of rescued troops from this faction as troops and another half as prisoners.
Exception 2: if a faction is defeated, relation requirement is passed automatically (Falcons are an exception), only level requirement remains.
4. You can only recruit prisoners from your own party if your level is bigger than theirs and you have positive relation with their faction.
2. In the Mercenary Guild there are 7 spots where soldiers change and are recruitable. 2 to the left of the castle near training dummies, 3 on the first floor, 2 on the second floor. The rest are for the atmosphere.
3. On rescuing enemies' prisoners:
If your relation with a soldier's faction plus 3x of your persuasion skill >= 40, you can recruit a soldier of any level.
If your relation with a soldier's faction plus 3x of your persuasion skill >= 0, you can recruit all of those whose level is smaller than yours+2x*persuasion. Others (whose level is higher) will join you partially, depending on the difference between the levels. The rest of "friendly" soldiers will go away.
You should get the remaining hostile "rescued" soldiers as prisoners.
Exception 1: if you're at war with faction X but also have its culture in your kingdom, you will get half of rescued troops from this faction as troops and another half as prisoners.
Exception 2: if a faction is defeated, relation requirement is passed automatically (Falcons are an exception), only level requirement remains.
4. You can only recruit prisoners from your own party if your level is bigger than theirs and you have positive relation with their faction.
Relation with Falcons >= 75; Relation with Field Marshal Gunnar >= 50; Honor >= 500; RtR >= 80; Player character's level >= 38; Renown >= 5000; 1 000 000 aurums.

1. To borrow ammo, press "O" during battle while holding a bow/xbow in you hand and standing very close to one of your archers/xbowmen (respectively) who also holds his/her ranged weapon and has some ammo remaining. You must have at least 1 quiver in your inventory. The kind of arrows/bolts (respectively) does not matter.
2. Treasury: press NUM1 to store 10000 aurums in the current fief's treasury or NUM2 to withdraw 10000 aurums. Press NUM3 to switch on/off the current fief accumulating money from rents/tariffs/enterprises instead of sending them to you. Players with laptops can also use ↑, ↓ and → respectively.
3. Mass prisoner taking: while viewing prisoner exchange screen after a battle, select any enemy prisoner (preferably the top one), hold LEFT CTRL, hold A and click "capture". It will add as many prisoners as you can have into your party, i.e. you will not need to select prisoner stacks one by one and click "capture" again and again.
4-12. Read this comment: https://forums.taleworlds.com/index.php/topic,359948.msg8668568.html#msg8668568
2. Treasury: press NUM1 to store 10000 aurums in the current fief's treasury or NUM2 to withdraw 10000 aurums. Press NUM3 to switch on/off the current fief accumulating money from rents/tariffs/enterprises instead of sending them to you. Players with laptops can also use ↑, ↓ and → respectively.
3. Mass prisoner taking: while viewing prisoner exchange screen after a battle, select any enemy prisoner (preferably the top one), hold LEFT CTRL, hold A and click "capture". It will add as many prisoners as you can have into your party, i.e. you will not need to select prisoner stacks one by one and click "capture" again and again.
4-12. Read this comment: https://forums.taleworlds.com/index.php/topic,359948.msg8668568.html#msg8668568
Also: left alt - sprinting (0.9+).


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