SUBminipatch Britenwalda (+ Custom Kingdom troops) etc.

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FALX

Master Knight
This is a small addition to the existing scripts solid additions to the mod of the Great Brytenwalda Idibil allow using code custom kingdom troops disguise army troops Hero.  And also a couple of small changes to OSP scripts, еtс.

download
1. http://rghost.ru/44033931  Update
2.  MS http://rghost.ru/44034420
Installation is simple - unpack and copy with replacement.

Assembly:
TheMageLord  TML Submod 1.21 for Brytenwalda 1.40 -(module) - http://forums.taleworlds.com/index.php/topic,255556.0.html
+ mskimizd [Kit] Custom your own kingdom troops  (You can custom attributes,proficiencies,skills,items,and names.)  -  http://forums.taleworlds.com/index.php?topic=226020.0
+ Lav  [Mesh]  Siege Camp Icon (mini-mod)    http://forums.taleworlds.com/index.php?topic=192892.0
+ Flanged variation Dismemberment decapitation (defection of the head instead of the fountain of blood) - http://forums.taleworlds.com/index.php?topic=192161.0
+ minifix for outpost (icon Hero refuge )....
еtс.

I ask to test this modest collection. I did not check it out. I hope it will seem to someone interesting. :cool:

 
produno said:
unable to open env.materials.brf ...
produno said:
krisvk said:
Interesting, so it's just some mods thrown together or what?

basically yeah, but doesnt seem to work.

http://rghost.ru/44033931  UPDATE !

I fixed and added the files to the archive, updated references. I forgot in the previous version include fixes for PL , I ask to excuse me, but everything else should work. ( A little later I will try to fix one bug with viewing the tree lines of troops. )

Module sistem Subpatch  =  http://rghost.ru/44034420 


Idibil said:
Added.

http://forums.taleworlds.com/index.php?topic=154472.msg3709901#msg3709901


:wink:


You should add a cantabrian invasion  :mrgreen:

The Hannibal with kantabrians and asturias would lose all the elephants in Britenvaldа. :grin:
 
FALX said:
( A little later I will try to fix one bug with viewing the tree lines of troops. )
any news on fixing this bug at all?

looks like a very interesting compilation! not save game compatible, I guess?

decapitation/dismemberment feature certainly fits Brytenwalda adding to it 'dark' atmospherics and is also in line with the time-frame when use of the  two-handed axes seemed to have been wide-spread (and before the advent of the elaborate knightly armour that would make the chopping off of limbs problematic).

also the player's  kingdoms troops is a nice add-on, potentially adding the immersion to the play (as a ruler) later in the game. how does the upkeep for these troops gets assigned, is it also up to the player?

looking good, keep it up! спасибо:smile:
 
Nice mod package, but doesnt work.  :cry:
That is what it looks like when i want to customice the troops:
1024x576.resizedimage
 
also in line with the time-frame when use of the  two-handed axes seemed to have been wide-spread

2 handed axes were not very common at all in 636 AD, in fact they were quite rare.
 
Idibil said:
Danwood said:
Noone answers? What should i do with the module system? Help please  :oops:

Module system is need if you want change something only, if you wish play, you need submod only.

Thanks! Btw great work with the mod, im really enjoying it!
 
I've noticed whenever there is a decapitation event, the game log shows a list of script errors. I don't know if it's related to this modmod or it's brytenwalda itself.
 
hey everyone, sorry for minor necro.

could someone please tell me where exactly I have to put these extracted files for the custom troops? they don't seem to ever be recruit-able no matter where I extract these files. I can't find anything on installing sub-mods either.

any help appreciated. I really want this feature for my brytenwalda

EDIT: i've now downloaded python 2.7 and have been playing with my control panel trying to get past errors trying using the build_module program. Am I completely going in the wrong direction here? Am i missing something far simpler? I'm have no idea what I'm doing. :`(
 
twinsens said:
hey everyone, sorry for minor necro.

could someone please tell me where exactly I have to put these extracted files for the custom troops? they don't seem to ever be recruit-able no matter where I extract these files. I can't find anything on installing sub-mods either.

any help appreciated. I really want this feature for my brytenwalda

EDIT: i've now downloaded python 2.7 and have been playing with my control panel trying to get past errors trying using the build_module program. Am I completely going in the wrong direction here? Am i missing something far simpler? I'm have no idea what I'm doing. :`(

Im assuming the download is still just text files, then you just extract all the files into your brytenwalda 1.40 directory and overwrite any it asks for. You dont need to use the module system at all.
 
thanks for the response, I think I've done everything right as some of the features of the mod (expensive village recruitment) seem to be working, unfortunately the troop tree interface is all messy (everything seems to be crammed into the left of the srceen) and the games trees have been chopped in half and painted white!

my brief adventure with the python program has given me a new and very profound respect for modders though,
 
Dobas said:
Hi,

I don't realy understand what i just downloaded, I'm playing brytenwalda on the brytenwalda map?
I copied my brytenwalda game folder en then extracted the .zip file into that folder an overwritten what needed to be overwritten.
Yet nothing seems ''changed'' from the brytenwalda original game.

The things changed are mentioned in the first post. i dont think this submod modifies any of the map, just game mechanics and some scenes.
 
Dobas said:
Oh, haha.
I had understood the fact that this is an early release.
I don't think I realised HOW early.

Goodluck on your long, tiring, life destroying, mental health vanishing journey that is called modding.

Hmm i think your getting this mixed up with something else?
 
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