Submods in Brytenwalda (?)

正在查看此主题的用户

AlxGvr

Veteran
What mini-mods are used in Brytenwalda?
Diplomacy mod, as I understand... Comrade Idibil said that it will be freelancer in 1.39 also :smile:

I just installed "Floris mod pack" - it is collection of all good mini-mods for M&B, and I found some interesting among them.
http://forums.taleworlds.com/index.php/topic,148140.0.html

Such as:
Combat Animation Enhancement
http://forums.taleworlds.com/index.php/topic,134185.0.html
I don`t know about one-handed weapons, but I think that polearms animation is much better here. Bows and two-handed are also good.
What if add this mod to Brytenwalda? Maybe swich this animation on when master weapon skill is highter when 4 or 5. Or switch between old and new animation with "Q" button.

Pre-Battle Orders & Deployment
http://forums.taleworlds.com/index.php/topic,142816.0.html
Custom Commander
http://forums.taleworlds.com/index.php/topic,111808.0.html

You can give orders to your troops before battle (but maybe it is not so important to Brytenwalda - they act pretty smart at the beginning here), your companions can read books (!), carry items (but we already have a supply wagon which is more handy) and select weapons from inventory. In "Known lords bu relations" you can see a personal banner and emblem of lord`s faction, in "Character & companions" screen you can see all companions equipment, you can sort defenders in the garrisons, save your money in a chest, and some other mini-features.

25210741.image

25210831.image

25210911.image

25211201.image

25211271.image

25211341.image

How about to add some of them in Brytenwalda?
 
Here are all the features, and included mods.
http://forums.taleworlds.com/index.php/topic,135589.msg3448411.html#msg3448411

An animation switch isn't possible (as far as I know at least), but it would be nice to
see some new animations that would look smoother than vanilla.

And the custom commander mod is good, one of the only functions I missed from Floris
when I began playing Brytenwalda. I always had my Panzerfaust-knight-companions,
and I picked the strongest of them to play with and lead the army while my char was wounded.
Was nice to go from half-immortal general with other than just combat skills,
to a fokkin immortal juggernaut.  :grin:
 
I would definately like to see Pre Battle Orders and Deployment incorporated into the next version of Brytenwalda. It suits the mod very well I think, and would go very nicely with motomataru's AI formations, allowing you to set up more quickly.
 
Mooncabbage 说:
I would definately like to see Pre Battle Orders and Deployment incorporated into the next version of Brytenwalda. It suits the mod very well I think, and would go very nicely with motomataru's AI formations, allowing you to set up more quickly.

As for this specific feature, it is just orders like (stand closer 2x, adjust 10 paces 3x) automatically in the beginning. It seems like Brytenwalda already has this algorithm, but you can`t change it. Troops act not like in native. They form shieldwall, move little forward than stop. I`m happy with existing system. I think this feature will bring nothing new, but inconvenience. But there are cool features like reassign dismounted cavalry units to infantry, reading books for companions (you could teach them to read in monasteries), battle animations, some polishing moments
 
I don't like how the default deployment works in BW. I would much rather have the ability to set it up myself, depending on what units I have available. The ability to decide what troops to bring to the battle is also useful.

As it is, I already have to run around at the start of the battle assigning orders and positioning troops. I think that the Pre Battle Orders and Deployment mod offers a lot of features I would definately use.
 
I tried pre-battle before and I don't know if this is a bug or just me but most pre-battle commands I entered and dispatched to the troops were ignored - they all still happily rushed forward as if I didn't say anything.
 
I use troop type #4 (re-labled "Reserves") as backup infantry that I don't want to risk in a normal fight, but I'll order to advance or charge when the situation requires it.  With the current Brytenwalda behavior this group will spawn and advance in front of my Infantry by default so I already have to fuddle with my formations at the beginning of every single battle regardless.  An approach that allows more customization would be appreciated if it isn't too much work.
 
I used to do the same thing, and stick all my Geburs and originally Kotsetlas in it. Now I just stick them all in with the main battle line and they live or die there. They're cheap enough to recruit, so I consider it a learning experience for them. It's fairly impractical to try to use your training skill on them as it takes simply forever to level them up at all.
 
Some more good features I found in Sword of Damocles mod:

* Notification about how many days left for troops payment (very useful!)
28556551.image

28556861.image

* Improved duel dialog:
28556161.image

28556331.image

* Lord`s portrait and banner in the village menu (we have this for cities and castles in Brytenwalda)
28557071.image
Would be nice to have this on a prisoner ransom screen also (show the prisoned lord`s face, personal banner and banner of his faction)

* Wide variety of  cities, villages and castles improvements:
28558771.image

28558791.image

28558941.image

28558201.image

28558601.image

28559001.image

28558271.image

28558371.image

28558441.image

28558491.image

* Fief`s population and health (green text)
28559381.image

* Improved chamberlain and chansellor dialogs (you can invite vassal lord from abroad)
28560211.image

28560511.image

28560581.image

28560401.image

28560731.image

28560131.image

28559631.image

* You can ask vassal lord how much money does he have
28561131.image

28561221.image
 
I know this post is dead but just incase anyone is still interested in getting the Combat Animation Enhancement to work with this mod or virtually any other, just simply take the 3 files from the resource file Skeletons.brf and whatever the other two are the _fresh_weapon_meshes_b.brf aswell as the actions.txt in the main directory of the Combat animation module folder and paste them in the brytenwalda module folder. Of course in their respective places Resources and main directory. then open up the module.ini in the brytenwalda main directory and paste this in the .txt file

load_mod_resource = skeletons (make sure to copy over the original load_resource=skeletons, which should be below load_resource=uimeshes, Youll find it)

load_resource = uni_jump
load_resource = uni_stances
load_resource = uni_equip
load_resource = uni_strike
load_resource = uni_throws
load_resource = uni_fistswing
load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways (once again copy over the original which should be further down the page under #animations)

lastly

load_resource = weapon_meshes1
load_mod_resource = weapon_meshes_b
load_mod_resource = weapon_meshes_b PMM New Warbow (post these just a little further down the page under load_resource = wb_mp_objects_a)

Then save and presto, should work. Works like a charm for me. Most other mods can and most likely will work by fiddling with the module.ini scripts will always work youll just need the files and then another script to trigger that. Most forget that #1 rule which explains why others wont work. Enjoy
 
I know that I dig far far away. But still.

I just wonder if Combat Animation Enhancement delete the special animation specific from Brytenwalda? Or both can work together? Did someone already try it?
 
后退
顶部 底部