[REL] Renaissance Weapons Pack beta [updated: .710]

正在查看此主题的用户

Great items, especially the zweihaender and the halberd. Can I use them for my "Units from Knights of Honor" mod?
 
Bill hook!

You need to have the ability to drop a guy off his horse and give that thing a bonus for it to really do it justice, though.

So you've got that, a cutlass and some sort of pick. What are the other two?
 
I've updated the front page with more WIP pictures and pictures of the stuff already in the mod. The next release will include all of those, a rondel (small spike with a hilt, kind of like a dagger but used only for thrusting), an arbalest, a stonebow (arbalest launching stones/bullets), targes and bucklers (small round metal shields). Another feature I'm adding will be separate textures for variants of the weapons - low quality ones will be rusty, normal ones will have steel hilts and high quality ones will have gilded hilts. It will be released a day or two after the next unofficial editor update as I find it a lot easier to use than manually editing the text files.

The sword with the S shaped hilt is a German katzbalger, which was popular among landsknechts as a sidearm because it could be slotted into a belt without a scabbard easily (for quick draws) and it was good for very close in combat where their traditional pikes and halberds were too unwieldy. The axe is one modeled after the style of single handed battleaxe used by heavy cavalry in the renaissance. I'm calling it the knights axe. I'm calling the pick a hussite hammer as it was apparently quite popular among hussites. Other people used them a bit too, but the other option was to call it the "hand-and-dagger mace", which sounds kind of silly.
 
I haven't tried it yet. It's a bit buggy after the quick fix to get it working with 7.10 - it probably will work but with even more bugs. It might be worth waiting for the next version, which will have quite a lot of new stuff and be tested with 7.11 (or whatever the current version at the time is)
 
Backup everything and overwrite the native folder with the stuff in the Renaissance folder. That *should* work, but I haven't tried it myself and you might need to wait a while for the shops to restock. I'd reccomend just using cheats to buff a new character up to around the level of your main one though.
 
I've tried it with .711 and it works great save for one small problem. I was able to fix the shield problem by copying text from the native module, but whenever I go to battle, there's no inventory chest. But that's the only problem I've found.

I love the models, they are great!

Crazed Rabbit
 
There's another version out which adds some more weapons and replaces the zendar mercs with landsknechts. I put it in a seperate thread as it isn't really just a weapon pack anymore. The version after that will have a new map with entirely new factions and enemies, but it might be a while before it comes out as there is a surprisingly large amount of scripting I need to do to get it to work.
 
I love the shots you have on the first page of the thread, but i tried both links and both of them come up to a "destination unkown" page, am i doing something wrong, or are the links down again?
 
His repository download link is old from before I moved it to it's own domain. Here's the updated link:
http://www.mbrepository.com/modules/PDdownloads/visit.php?cid=9&lid=59
 
By the way right now I'm working on doing a lot of Spanish stuff for the mesoamerican project, so this mod is delayed. However, as there is going to be a spanish faction in this mod I'll be able to reuse a lot of stuff from it.
 
后退
顶部 底部