SP Native [WB] Classic and Enhanced Native (Mostly Classic, but Also Enhanced)

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Thank you for viewing!
This isn't another run-of-the-mill 'Enhanced Native mod, I promise. :cool:

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Description:
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I present to you Classic and Enhanced Native.
The goal was to bring back the nostalgia-worthy elements of classic Mount & Blade into Warband. No other mod I could find really did this, so I hope many of you folks can appreciate this one. All of the other various improvements are really just a bonus to the main aspect of reviving many classic features of old M&B, hence why I believe my mod is set apart from the many other 'Enhanced Native' mods. :mrgreen:


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Among the most important things changed: (apart from the amazing scripts graciously borrowed from the great modders)

~Rain, snow, and fog actually happen now.
~Lords actually use the correct banners according to their culture and who had which flag in the original game, Instead of being scrambled around randomly with Rhodok lords using mongol-esque banners or Sarranids using european-esque banners, etc.
~The original map restored with a desert area added for the sarranids.
~Original Faction Colors
~Several items re-textured in Warband's new high resolution, but to resemble the originals.
~Five times larger battle size to match that of Viking Conquest


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The Rest of the Changes:

My changes -
~Many items added, but only ones that fit perfectly into the vanilla game.
~Added several items which were removed in early versions of the game
~Added the overhauled HDR lighting mod, enhancing atmospheric graphics during night, dawn, sunset, etc.
~Fixed tournaments so that they will use blunt steel weapons instead of wooden ones. Because smacking an armored warrior twice with a wooden stick to completely knock them out makes no sense and isn't historically accurate anyway; blunt weapons were indeed used in medieval tourneys.
(Regular arena fights and training ground fights still use the wooden weapons though.)
~Added a cool little message which appears the first time you ever fight a battle. It just reminds the player of the tactical controls. I feel like this was severely needed in the vanilla game because many people go for a long time not even being aware that they can order their troops.
~Added the old warhorses as a variant along with the new ones
~Changed equipment of troops to resemble the original troops
~Reduced village/town improvement build times by a little bit (it shouldn't take 4 weeks to build a watchtower after all)
~Increased number of mercenaries available to hire
~Some balancing and tweaks to stats
~Spears have been made more useful as well. All spears are much faster and do more damage. Spears are no longer useless! Hooray!!!
~Desert scenes are now MUCH less boring. Instead of just having sand, they now have shrubs, palm trees, rivers, pebbles, sparse grass, etc.
~Some troop balancing
~brought back the click sound effect which was previously so silent that it practically didn't exist

~Included and tweaked many of the below resources to fit seamlessly into the vanilla game


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Included Submods and Credits:
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motomataru's Campaign Ai Fixes
Slawomir of Aaarrghh's Tavern Animations Pack - Makes the taverns more lively by adding fully animated sitting and drinking people, tavern musicians are also animated.
Taragoth's Freelancer mod - Gives a COMPLETELY new way to play the game, allowing the player to enlist as a soldier in an NPC lord's army. The player can move up the ranks of the kingdom they sign up for (for example, Swadian recruit to Swadian Knight), can request leave, instigate a mutiny in the lord's army, and all sorts of other stuff.
motomataru's Formations and battle AI - Drastically improves how battles work. Instead of running at you like a bunch of idiots, enemy warbands actually use tactics, flanking with cavalry, moving their infantry as actual formations, forming archer lines, etc. Many new orders are also now available, like telling troops what weapon type to use, volley fire, avoid melee, changing formation type (wedge, column, shieldwall, and more).
jacobhinds' Overhauled Morale and Routing osp - Completely redone the routing system, also allows player to leave battle if all enemies are routed.
Arch3r's Bridge Battles osp - When you meet another party on top of a bridge, battle will actually take place on that bridge instead of just a randomly generated battlefield.
Caba`drin's Prebattle Orders and Deployment Mod - Adds many options to battles before you fight them, instead of "Charge" being your only option, depending on the player's leadership skill, you can order troops to hold, mount, use certain weapon types, do certain formations, go to a certain place, and many more, all before you enter battle.
Lav's Siege Camp Icon Mini-Mod
- Makes sieges visible on the campaign map by adding a map icon to them.
Caba`drin' Customizable Player Vassal Titles - Allows the player to customize their kingdom's vassal names in the camp menu.
Caba`drin' Companion Bodyguards/Escort mod - Allows companions to serve as bodyguards, actually following you into towns/village scenes when walking around. They will help you in bar fights, bandit ambushes, etc.
SonKidd' Guarantee all weapon types osp - Makes sure that all npc's spawn with each type of weapon they have, so spearmen actually all spawn with spears.
nemchenk's Ethnic Troops Mod - Changes the faces of troops so that each culture has distinct facial features.
hessuu's Recruiter kit - Adds the option to hire a recruiter from your town's menu, the recruiter can recruit troops of whichever kingdom you choose and will bring them back to the town garrison.
Glabrezu's Manhunters Mod - Adds new options to manhunters, allowing you to sell prisoners to them or to attack them.
Credits for meshes/textures
note: the following mesh resources have been implemented judiciously: only where they fit into the vanilla game very well!

Narf of Picklestink's rus armor pack
ShaunRemo's vaegir/sarranid helmet replacement pack
dia151's saracen armor
Slawomir of Aaarrghh's map icons
dejawolf's viking model pack
dejawolf's medieval helmets pack
Kovas's reworked armors

If I forgot some credits, let me know!

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To Do: (SCRIPTING HELP WOULD BE VERY APPRECIATED)

~Figure out how to make the escaped criminals (nervous man), tavern assassins, and drunks react instantly instead of standing there staring at you for 5 or 10 seconds after dialogue is closed while you kick their ass. (Like in Viking Conquest, how they react instantly)

~Figure out how to make formations (and the formations ai) take effect in village raids and custom battles

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Screenshots:

The new map. Or should I say old map? :lol:
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Tavern Animations sample:
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Spear Bracing sample:
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Some of the new menus:
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Some of the original game's banners that got removed in Warband: (Haven't seen those in a while :grin:
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Download Link:
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The Nexus (M&B File Repository link option coming soon.)

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SwampFox said:
[...]

To Do: (SCRIPTING HELP WOULD BE VERY APPRECIATED)

~Figure out how to make the escaped criminals (nervous man), tavern assassins, and drunks react instantly instead of standing there staring at you for 5 or 10 seconds after dialogue is closed while you kick their ass. (Like in Viking Conquest, how they react instantly)

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[...]

To make belligerent drunk, fugitive and tavern assassins react instantly, you need to add following line to script activate_tavern_attackers in module_scripts:

Insert this line before try_end:

Code:
(team_give_order, 1, grc_everyone, mordr_charge),


Good luck with the mod!

I really love the idea of replacing Warband map by expanded classic Mount&Blade map :grin:
Do you plan to add other old Mount&Blade features like Zendar, Four Ways Inn, Salt mine, dark knights, etc?
 
Why don't you take a look at the Module System Overhaul by Autolykos? It has a lot of good features on it, mostly vanilla stuff. I think it would fit very well with this mod
 
Nice work here. Loving the old map, but I see a potential issue here. In Warband, all the factions have at least two neighbors on their border, while on this iteration of the map, the Sarranids only border the Khergits. That might put too much pressure on the Khanate and make it go extinct way too early in the game. I haven't played the mod yet, but I suggest expanding the desert area to the west, so that the Sarranids would border the Rhodoks too.
 
Thanks for making this mod, it is exactly what I was looking for.

Cheers  :mrgreen:

EDIT: Is there a way you can add the original Mount & Blade first person view to this mod? Maybe I'm asking for something impossible, sorry. Warband first person view is not as good as the original. It would be awesome a fov option.
 
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