SP Native The Peasants Are Revolting v0.2 Released for 0.960

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Engima 说:
Kayne 说:
Engima 说:
But kayne, i've put T.P.A.R. in that modules folder, (before you told me that that WAS the modules folder, and it dident work.
really?
Just to make sure, you've clicked on the 'current module' thing and it doens't appear on the list?
On topic, i think maybe new gun models will be good. Even if they're the over-used models in modplosion and stuff, new gun models (maybe more guns toO!  :twisted: ) would be nice.
BTW, how'd you get winters script working? it always give me errors about 'Usage of unassigned variable: max_ammo_level'.  :???:
Current module? All i have is Mydocuments/Mount and blade savegames, i open that, then it shows native. thats it. I put craftmod by native and it worked fine, but when i tried TPAR, it dident work.i extracted it too, and there wasent anything that when i double clicked it started to ''run''. Help, i would like to play this mod.  :sad:
I meant when you start Mount&blade, you get the console thingy where you can configure all the graphic options and choose modules. Sorry bout that. So what errors are you getting then? Or are you getting errors?
 
FrisianDude 说:
Sounds very nice, but I can't play. Whenever I try to unzip, it gives me a ****load of error messages. :???:

If you're using Vista make a new folder outside of the Program Files folder. Name it "Mount&Blade v.960" or something like that and then unzip the files into the modules folder.
 
Engima 说:
Kayne 说:
Engima 说:
But kayne, i've put T.P.A.R. in that modules folder, (before you told me that that WAS the modules folder, and it dident work.
really?
Just to make sure, you've clicked on the 'current module' thing and it doens't appear on the list?
On topic, i think maybe new gun models will be good. Even if they're the over-used models in modplosion and stuff, new gun models (maybe more guns toO!  :twisted: ) would be nice.
BTW, how'd you get winters script working? it always give me errors about 'Usage of unassigned variable: max_ammo_level'.  :???:
Current module? All i have is Mydocuments/Mount and blade savegames, i open that, then it shows native. thats it. I put craftmod by native and it worked fine, but when i tried TPAR, it dident work.i extracted it too, and there wasent anything that when i double clicked it started to ''run''. Help, i would like to play this mod.  :sad:

You're putting it in the wrong place, you're supposed to put the TPAR folder in the Program Files\Mount&Blade\Modules folder.

You're trying to put a module into where the game saves your savegames, that'll never work.
 
Reymar 说:
Phatorax 说:
Hmm.. Its a good mod, and if you don't like guns, then don't fight agains rhodocks..


The peasants often have guns too, not that they ever hit anything......

The 2 "new" companions don't get along with the other 16, is this intended?

After playing with the guns for a while, I now play without them.  They do give the Rhodoks a bit more bite, especially when defending castles/towns.  Personally I like the boost to map speed (makes foot troops a bit more viable for "hunting"), and the improved prisoner capacity.  I'll use the improved party size when I start taking castles/towns as it'll make stocking them much faster.

Rey~

The peasant hordes are really there just for fun, I gave them something like 20 skill in firearms, which is why they can't hit anything. They are also an excellent source of renown.

It is intended that the two new companions are hated by everyone else. I thought this was a more entertaining way of getting all of the original companions, rather than just modding out party conflict entirely. Even though I wrote it, some of their dialog still has me in stitches when I read it!  :smile:

Personally, I've been playing it like the old Brothers in Arms Mod, whereby I have only a party made up only of heros and get them fully equipped, skilled and set up, before I start any of the actual quests, or proper campaining.
 
G36E 说:
Wraithcat 说:
Several new types of pistol are available for purchase from the Merchants (no new meshes yet)

Why don't you use the Firearms mod meshes? It's got quite a few, ranging from wheel-lock (labeled ottoman), revolver, pepperbox and lorenzoni.

Yup, I've got the firearms source, but as I'm learning the mod thing as I go, I haven't quite figured out how to extract the meshes from the files, so that I can use them.

If anyone has a good link for this, I'd appreciate it, as it'll save me the time to have to search everywhere!
 
Wraithcat 说:
G36E 说:
Wraithcat 说:
Several new types of pistol are available for purchase from the Merchants (no new meshes yet)

Why don't you use the Firearms mod meshes? It's got quite a few, ranging from wheel-lock (labeled ottoman), revolver, pepperbox and lorenzoni.

Yup, I've got the firearms source, but as I'm learning the mod thing as I go, I haven't quite figured out how to extract the meshes from the files, so that I can use them.

If anyone has a good link for this, I'd appreciate it, as it'll save me the time to have to search everywhere!

Just use the import function to get the meshes and textures and (bla bla bla...).

Then copy the textures you want from the mod from Firearms-Call To Arms\Textures to your mod.

P.S. I've done it already, 5 mins tops. :mrgreen:
 
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