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Thread: SP Warband v1.113 Mods

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    Default SP Warband v1.113 Mods

    This is the mod list for Warband


    1257 AD (Improved)
    Main Download - http://www.mbrepository.com/file.php?id=1746
    Patch - http://www.mbrepository.com/file.php?id=1906
    Features :
    This mod attempts to reflect the reality of 13th century Europe. The starting point of the journey is year 1257 AD and attempts to be as historically accurate as possible. From this point on the player and NPC lords shape this land and fight for supremacy and control of the continent.

    Current version: 0.94

    Available factions:

    1. Kingdom of France
    2. Kingdom of England
    3. Kingdom of Scotland
    4. Gaelic Kingdoms
    5. Holy Roman Empire
    6. Kingdom of Hungary
    7. Duchies of Poland
    8. Kingdom of Denmark
    9. Kingdom of Norway
    10. Kingdom of Sweden
    11. The monastic state of Teutonic Knights
    12. Lithuania
    13. The Mongol Empire
    14. The Republic of Novogorod
    15. Lordship of Ireland (minor)

    The mod is currently compatible with Warband 1.113 single player, and it is to be considered in alpha stage. Bug reports and suggestions are welcome!

    Current issues
    - still using the old map
    - trade routes are not accurate
    - settlement locations in Scandinavia are not correct, this will be corrected when the new map becomes available.
    - family trees are built using the warband's system, that leads to bishops and other celibate persons to be married and have children etc. Will switch to a manual system

    Changes 0.93-0.94
    - further reduced wages
    - removed restrictions on AI lords as far as troop composition goes

    Changes 0.92-0.93
    - troop tree fixes
    - lower wages
    - some new textures

    Changes 0.91-0.92
    - critical fix for faction slots, very important!

    Changes 0.9-0.91
    - troop trees overhauled
    - balance changes (money, army composition, equipment etc)
    - regional recruitment
    - bug fixes
    - and a lot more

    Changes 0.8-0.9

    Please note these changes are NOT save file compatible, you will need to start a new game (export and then import your old character, sorry).

    - ported to MS 1.113
    - many fixes
    - many new textures
    - world map performance should be much better
    - battle performance should be much better
    - unit upkeep costs are increased not as much as for M&B but still significantly higher
    - mercenaries are now more expensive to hire (much more so) their wages are also double those of faction troops

    1257 AD (improved) Raudentius units patch
    http://www.mbrepository.com/file.php?id=1933
    Features :
    Hi, this is my small submod, which changed units and lords equipment and some names. Units are now more variable. Usable for version 1257 AD (improved) 09.1 and 09.4. To install, only unpack this file into 1257 AD (improved) mod folder and rewrite old files. If you wish putt back old version, so just back up this files: map.txt, parties.txt, party_temptates.txt, troops.txt and 3 new textures. You must start new game! This submod is not for low lvl characters!

    New teuton armors and horse textures
    Teutonic lords renamed
    Teutonic units renamed and reequiped
    Some HRE lords renamed
    Some lords reequiped
    Lots of units reequiped
    Stronger bandits
    Bandits have mercenary prisoners
    (possible recruiting mercenary units after every winning fight with bandits)

    Fortis quod Vitiosus-Custom Battle Characters Mod
    http://www.mbrepository.com/file.php?id=1919
    Features :
    This mod overhauls the current 1257 Custom Battles characters and re-balances them.
    I noticed in the mod the default characters were pathetically weak in 1257-style combat, thus I made this mod.

    CHANGELOG:
    5/14/2010
    Modified 3 of the characters.



    Litus
    http://www.mbrepository.com/file.php?id=1777
    Features :
    - All factions have new expanded troop trees
    - Many factions have unique faction specific armours with unique textures
    - Schools and Mills give faster regular recurring benefits
    - Your army continues to fight even when you've been knocked out
    - Cattle Follows your party instead of runs and is faster moving
    - Goods merchants have 6X the maximum gold they used to be able to have
    - Treasure loot from pillaging and fighting available to better finance armies through war
    - Troop wages reduced and leadership cuts wages even more
    - Bandits join together against you
    - Village Elders can be accessed from the Village Menu
    - Tavern Keepers buy prisoners
    - Some of the tutorial popups in the game are disabled
    - Some spearmen now have the ability to thrust their spears while still using their shield to block in a more realistic fashion
    - Various modifications to how arrows and bolts work
    - Both players and NPCs have larger available armies
    - Looters have shirts!
    - A ton of new banners to use
    - Kings give a lot more money when refusing to give you a captured fief
    - Bandits spawn more often, can have more in a party at a given time and more of them can be up at a time
    - Improved World Texture
    - Tournament bet amounts adjusted
    - Village Improvements build faster and cost less. Engineering helps even more in this regard
    - Villages can offer up to 15 recruits per visit per day
    - Horse charge damage increased
    - Leadership produces more morale for larger available armies

    0.9 -
    * This release will require a new savegame *
    New features:
    - Villages can now have Barracks built in them. Barracks will allow automated reinforcements to be sent to their attached town
    New content:
    - Khergits now are fully equipped with new unique armours
    - Some Nords now have new armours
    Bug Fixes/Balance Updates:
    - Khergit horse archer troops now all have boots commissioned to them
    - Gold Mail Barded Warhorse now has appropriate hitpoints.
    - Swadian AI now can receive a wider array of reinforcements in their armies and cities
    - Hired blades are no longer flagged to be considered cavalry

    0.82 -May 5, 2010
    * This release is compatible with 0.8+ savegames *
    Bug Fixes/Balance Updates:
    - Removes the morale system so troops now decide to fight/flee based on the native Warband Rout system

    0.81 - May 4, 2010
    * This release is compatible with 0.8+ savegames *
    Bug Fixes/Balance Updates:
    - Game will now automatically reinforce player towns/villages as well
    - Sieges will now continue even if you get knocked out as long as you still have a standing army
    - Companion dialog will no longer freeze up after recruiting troops for you

    0.8 - May 3, 2010
    * This release requires a new save game *
    New Features:
    - You should be able to join a battle on whatever side you wish regardless of current relationship with the parties - Castle/Town garrisons should now autoreplenish based on recruits available from surrounding villages (these recruits will appear on the map and can be stopped/killed if desired)
    - Can now import/export companions from the camp menu
    - You can now ask companions to buy recruits for you
    - Player troops now start off a battle on "Hold Position" rather than charge
    - Basic initial formation setup in camp menu
    - Formations have been added to the game
    - Basic morale script in game
    - New launch menu graphic
    New Content:
    - Unique Sarranid equipment has been added
    - New horses, horse textures and modifiers.
    - New improved siege scene for Sargoth is in game. Please check it out and let us know your thoughts.
    Bug Fixes/Balance Updates:
    - Lord capture rates from battle has been fixed
    - Lord escape rates from castles/towns has been fixed
    - Companion interaction/complaints should be disabled again (testing)
    - Tournament bets are now all fixed (confirmed)
    - Getting knocked out in a village should still allow a victory if your army eliminates your opponents
    - Tournaments now award 2,000g for winning (not including any bet winnings) and 50 renown
    - Tournament wagers now show the proper amounts you're betting (ie it was saying bet 100 denars when you were in fact betting 1000 and some similar issues)
    - All arrow/bolt modifiers should actually apply a bonus (or penalty) instead of just a nifty name
    - Falchions now have some additional types that can drop
    - Barbed arrows give a bonus against shields again
    - Arrow damage has been slightly tweaked
    - Bandit party minimum size has been slightly increased, maximum size and total # of parties has been decreased.
    - Many spearmen have had their equipment reconfigured to ensure they are using spears
    - Troops missing equipment have now been issued some
    - Dialog for selling prisoners to tavernkeepers is disabled...looks like a bug with the 1.113 mod kit
    Known Bugs:
    - Siege knockouts will still result in a defeat.
    - Slave traders pricing for prisoners seems broken, I'd suggest ONLY using ransom brokers for now
    - Automated garrisoning may not be working for player controlled cities. Still investigating.
    - There are some issues with requesting troop recruiting from companions. We are both cleaning up some menu things and implementing a limit to prevent them from being an unlimited recruiter for you.



    Diplomacy
    http://www.mbrepository.com/file.php?id=1887
    Features :
    loading a 1.8beta save game with 1.9beta might lead to a wrong chamberlain character. try dismissing and reappointing him (via spouse)

    As vassal

    * Persuasion attempts to convince your king to start a war
    * Send gifts to other lords (via spouse)
    * Appoint a chamberlain, who will decrease tax inefficiency by 10% and give you the ability to set tax rates. In addition he will take care of paying wages and collecting income as well as giving you the ability to secure your money
    * Appoint a Constable who recruits troops and provides information about garrisons and troops of lords
    * Village and town riots may occure if the people hate you and have to pay high tax rates. Counter them or negotiate with the leader.
    * Let your spouse buy some food (I know, it has nothing to do with diplomacy but it's fun :green
    * Pay staff salary (you knew that a woman will cost money before you married her )
    * Troops will start running away if you go into debts


    As king

    * Threaten other kingdoms with war and try to squeeze money out of them
    * If a faction sues for peace you will have the option to set terms
    * Possiblity to send a gift to another faction (fief or money)
    * You can send a spy to another kingdom
    * You can form an alliance with another faction, which basically means you have a truce of 60 days and you share each others enemys at the start of the alliance.
    * When asking for a truce you will get the option to pay and/or give fiefs to conclude a truce.
    * If another faction recognizes you as king you will have the option to ask for help against your enemy and in certain circumstances support the decision by paying money.
    * Choose your faction culture so all your lords will recruit the same type of troops


    Technical

    * Mod works with native save games.
    * Easy integration in your own mods.



    Terra Aeterna
    http://www.mbrepository.com/file.php?id=1865
    Features :
    he current Alpha 0.10 version has:
    -New Armours, New Weapons
    -Some new loading screenes.
    -Minor Gameplay Improvements
    -Muskets
    -Finely tuned horses and camels.
    -New mercenaries.
    -Custom music (I DO NOT OWN IT, PART OF IT IS CLASSIC, PART OF IT IS MOTION PICTURE SOUNDTRACK. IF YOU WANT TO LISTEN TO FULL SOUNDTRACKS BUY THE CD`S LIKE I DID)
    -Map expanded to acomodate more factions
    -3 new additional major fully playable factions in this version:
    The Vlahata Voivodate
    The Amazonian Queendom
    The Arzawa Empire

    Known problems: Amazon "ladies" unfixed, minor map glitches, old and outdated textures, factions may be unbalanced, some scenes (a few villages of Amazons and Arzawans might look strange), etc.


    WARNING: THIS IS ALPHA VERSION. DESPITE THE FACT THAT IT IS VERY STABLE AND FUNCTIONAL, IT HAS A LARGE NUMBER OF UNFINISHED STUFF. DOWNLOAD AT YOUR OWN RISK !



    Warband Battle Size Changer
    http://www.mbrepository.com/file.php?id=1761
    Features :
    With this tool you can get around the game's battle size limit of 150 and instead choose up to 1000. Note that overly large battle sizes can very easily crash Warband if your computer isn't able to handle them, or at the least cause horrible slowdowns. Don't even expect to be able to have battles of size 1000 even if you have the latest and greatest hardware; that upper limit is that high to give plenty of leeway. If you experience crashes, you should lower the battle size.

    Changelist:
    v1.5
    * update to support Warband 1.112+, since the configuration file location was changed

    v1.4.1
    * properly fixed support for regions which use "," as a decimal separator; oops, previous such fix didn't quite cut it

    v1.4
    * fixed support for regions which use "," as a decimal separator
    * working detection of Steam Warband installation directory

    v1.3
    * initial release



    Black Sky
    http://rapidshare.com/files/38340427...SKY_v0.7.6.zip
    Features :
    - 60+ New items.
    - Swadian Units Remodeled:
    Infantry - Medium (Defensive)
    Ranged - Medium/Weak (Effective versus light cavalry & unshielded units)
    Cavalry - Great (Strongest light cavalry & good heavy cavalry)
    Specialist - Good (Monks are vulnerable, hard hitters)
    - Rhodok Units Remodeled:
    Infantry - Good (Decent armour from recruits upwards, Defensive & Offensive)
    Ranged - Great (High Damage)
    Specialist - Good (Pikemen are effective versus cavalry)
    - Nord Units Remodeled:
    Infantry - Great (Utilizes throwing axes & javelins Defensive & Offensive)
    Ranged - Weak (worst ranged units in game)
    Cavalry - Weak (medium armour & spear)
    - Vaegir Units Remodeled:
    Infantry - Medium (Offensive)
    Ranged - Great (Rapid fire)
    Cavalry - Great (equipped with throwing spears)
    - Sarranid Units Remodeled:
    Infantry - Medium (Offensive & Defensive, Immortal strongest infantry in game)
    Ranged - Medium (Short range, double up as infantry)
    Cavalry - Great (Weak light cavalry, good heavy cavalry)
    Specialist - Medium (Janissaries, effective versus large groups)
    - Khergit Units Remodeled:
    Infantry - Medium (Designed to be used as infantry and ranged, proficient in both)
    Ranged - Medium (Designed to be used as ranged and infantry, proficient in both)
    Cavalry - Medium/Great (fastest light cavalry, good heavy cavalry
    Specialist - Medium (Horse Archers, effective versus infantry)
    - Mercenary & Bandit Units Remodeled:
    (<descript TBA>)
    - Al lords changed to reflect their factions.
    - Ranged weapons modified:
    (<descript TBA>)
    - Numerous tweaks to monetary gain (increased)
    - Modify banner option added to camp menu.
    - lots more TBA



    Warband: 15th Century
    http://www.mbrepository.com/file.php?id=1828
    Features :
    This mod adds plate armour, changes the names of some units and adds others. Suggestions on how to flesh out the Sarranids, Vaegirs and Khergits welcome, though they should resemble 15th century versions of the nations they are based on: Mongols, Golden Horde and Timurids for Khergits, Arabians for Sarranids and Russians for Vaegirs. No suggestions about changing the Sarranids to be based on the Ottomans.

    Changes:
    Most top tier units have plate armour, brigandines more common among 4 tier units.
    New Pikemen line for Nords and Sarranids
    New Raider line for Nords, represents the elements that are slower to adopt new armour and tactics.
    Rhodok Veteran Spearmen and Sergeants split into Armati and Clipeati:Clipeati have heavier armour, pavises and are armed with spears, intended to stop cavalry. Armati is faster, have lighter armour and is armed with two-handed polearms (such as glaives and bardiches), intended to kill bogged down enemy units.
    New Mounted Crossbowmen line for Rhodoks: NOT intended as Khergit horse archer equivalents, they are instead lighter versions of Swadian cavalry armed with crossbows instead of lances.
    Vaegir Archers can upgrade to the heavily armored Horse Archer.
    Vaegir fifth tier troops have acces to Vaegir Elite Armor, Vaegir Noble helmet and Vaegir Warmask
    Khergit Lancers can upgrade to Cataphracts
    Swadian knights renamed Men-at-Arms and Men-at-Arms renamed retainers.

    Bugs:
    Vaegir Horse Archers don't always have horses despite having the tag. Any help on how to solve this is welcome.



    Calradia Divided
    http://www.mbrepository.com/file.php?id=1803
    Features :
    This mod is a Warband+ mod that will help destructure the game's kingdoms a little more by adding new factions, moving around and altering some others, and overhauling the current bandit system into a more risky and fun system.

    Current nations in the game are all labeled "Kingdom of x" (except for the Sarranid and Kherjit) so this mod aims to also give a little character to the factions by renaming them and their lords/king. Also a few new factions will be added into the game

    And finally some new troop types and minor alterations to some troop trees will be necessary to supplement the new factions.

    Major Changes:
    -Series of new factions
    -Alterations to the world map
    -New Troops to supplement old and new armies
    -Bandit Overhaul including Bandit Kingdoms
    -Enemy Lords may start their own Kingdoms on defecting
    -Boats!

    Minor Changes:
    -Changes faction colors/names
    -Extra Siege Equipment
    -Increased base army sizes



    Pike and Blade 3.5: Riders on the Storm
    http://www.mbrepository.com/file.php?id=1829
    Features :
    The primary goal of this mod is to develop infantry into a more versatile and interesting arm of the various faction armies without ditching the faction themes. In other words, Rhodoks are still Rhodoks, just more so!

    While each of the factions has received new units, the number of new units is low. Units have only been added if they remained true to the faction's theme (like the Rhodok Pikemen and Cleavermen, who jointly fill separate elements of the old Rhodok Spearman's role) while filling a new and interesting niche (like the light infantry skirmishers of the Nords, or the offensively potent but poorly armored Rhodok Macemen), or if they provided an essential balacing element (like the Sarranid and Swadian Squires, offensively potent t5 2h sword footmen who are now the only way to acquire t6 Swadian Knights and Mamelukes). No fluff units, new textures or scripts have been added.

    This mod is intended for players who like using lots of cav and wish the other factions were a legitimate threat as opposed to a speed bump, or for players who enjoy fighting with infantry armies, but dislike how under-developed, weak and tactically uninteresting they feel in Vanilla -- in other words, people who think "hide on a hill and fire arrows at them" shouldn't be the last word in infantry tactics.

    V3.5 (5.04.2010) significantly changed horses (see readme or forum thread!)
    V3.2 (5.01.2010) changed AI reinforcements
    V3.15 (5.01.2010) minor bug fix, some balance changes
    V3.1 (5.01.2010) major fix to major update, apologies to those who have to redownload NO LONGER BREAKS SAVES (SEE FORUM THREAD FOR DETAILS)
    V3.0 (5.01.2010) major update
    V2.51 (4.27.2010) bugfix patch!
    V2.5 (4.25.2010) is only posted here, and can use the plainly visible counter finally.
    V2.0 (4.25.2010) has, at the time of this post, been downloaded 93 times (including 28 times on Rapidshare).
    V1.2 (4.23.2010) has been downloaded 101 times.



    81 New Units
    http://www.mbrepository.com/file.php?id=1784
    Features :
    Nord Units:
    Scouts,
    Mounted Scouts,
    Svenners,
    War Clerics,
    Berserkers,
    Axemen,
    Plate Armour Axemen,
    Viking Raiders,
    Swordsmen,
    Hirdsmen,
    Elite Archers,
    Mounted Huscarls,
    Spear Militia

    Vaegir Units:
    Boyar Sons,
    Dismounted Boyar Sons,
    Cossack Cavalry,
    Dvor Cavalry,
    Dvor Archers,
    Berdiche Axemen,
    Woodsmen,
    Spear Militia
    Hussars,

    Swadian Units:
    Dismounted Ritterbrüders,
    Dismounted Halbbrüders,
    Sergeant Spearmen,
    Ritterbrüders,
    Doppelsoeldner,
    Heavy Cavalry,
    Archers,
    Longbowmen,
    Sergeant Spearmen,
    Bodyguard,
    Imperial Knights

    Rhodok Units:
    Mounted Sergeant,
    Guards,
    Cleaver Soldier,
    Veteran Cleaver Soldier,
    Heavy Infantry,
    Mailed Knights,
    Heavy Cavalry,
    Sword and Buckler Men,
    Mounted Crossbowmen

    Khergit Units:
    Heavy Lancers,
    Khans Guard,
    Guards,
    Spearmen,
    Foot Archers,
    Heavy Foot Archers,
    Light Lancers,
    Elite Horse Archers,
    Dismounted Light Lancer,
    Dismounted Lancer,
    Dismounted Heavy Lancer,

    Sarranid:
    Sarranid Warrior,
    Mounted Desert Archers,
    Mamluke Archers,
    Ghulams,
    Dismounted Ghulams,
    Javelinmen,
    Veteran Javelinmen,
    Battlefield Assasins,
    Guard Axemen,
    Royal Mamlukes

    Mercenarys:
    Guardsman,
    Footman,
    Skirmisher,
    Cavalry,
    Infantry,
    Crossbowman,
    Mounted Archer,
    Veteran Cavalry,
    Axeman,
    Swordsman,
    Veteran Crossbowman,
    Veteran Mounted Archer,
    Gendarme,
    Veteran Axeman,
    Veteran Swordsman,
    Aventurier,
    Mounted Yeoman,
    Doppelsoeldner,
    Enforcer,
    Sergeant,
    Captain



    More Metal Sound Mod
    http://www.mbrepository.com/modules/...id=10&lid=1044
    Secondary Link - http://www.sendspace.com/file/dk0cmb
    Features :
    It really annoyed me how going into battle with a party of heavily armored knights or a party of unarmored club wielders would both sound the same...a blunt slugfest.
    So after a lot of hitting and scraping objects together, this is what I came up with.

    This mod doesn't aim to revamp the vanilla sounds, but to add more "metal" to the audio of the battles. A battle between two parties of heavily armored soldiers should actually sound like armored soldiers hacking and slashing away at eachother instead of unarmored men hitting eachother with blunt weapons.

    What is changed:
    -Weapon impacts
    -Shield impacts
    -Projectile impacts and misses
    -Ranged weapon fire
    -Weapon draw and put away sounds
    -Footstep/hoof sounds for human and horses
    -Body falls
    -Dummy sounds for the training ground
    -New death and grunt voices
    -Some interface sound improvements
    -Included additional voices from the "Official Vocals Sound Pack" by rejenorst
    -Various other improvements and volume tweaks

    1.1
    -New jump sounds for horse and foot
    -New draw and put away weapon sounds
    -New body falls
    -New string pulls for the bow and crossbow
    -Improved fire sounds for the bow and thrown weapons
    -Improved wooden shield impacts
    -Improved projectile flesh impacts
    -Various other improvements and volume tweaks

    1.2
    -Added in some voices from the "Official Vocals Sound Pack" by rejenorst
    -Improved metal shield impacts
    -Improved high damage metal impacts
    -Re-did the sword clashes
    -Various other improvements and volume tweaks

    1.3
    -New horse charge sounds
    -New shield break sound
    -Some improvements to interface sounds
    -Various other improvements and volume tweaks

    1.4
    -Some improvements to weapon impacts
    -Volume tweaks

    1.5
    -Improved weapon impacts
    -Improved shield impacts
    -Re-did metal clashes (again)
    -New dummy sounds for the training ground
    -Many other various changes and improvements

    1.6
    -Changed high armor weapon impacts back to the more metallic feeling of earlier versions
    -Fixed some unbalanced volume levels introduced in the 1.5 update
    -Other various changes and improvements

    1.7
    -Reduced the blood/gore for high armor blunt impacts
    -Improved blunt impacts on the wooden shield
    -Improved horse hoofsteps
    -Quieter weapon draw sounds
    -Removed some unused sounds
    -Other various changes and improvements

    1.8
    -Changes to weapon impacts
    -Improved blunt impacts on the wooden shield
    -New water jump and splash sounds for horses
    -New level up sound
    -Other various changes and improvements

    1.81
    -Increased weapon impact volume by a small amount
    -Tweaked level up and a few other sounds
    -removed 1.21 Prophesy of Pendor compatibility file (2.0 has been released with the sounds already implemented)

    V1.9
    -Replaced some weapon impacts with older sounds + a few new ones
    -Various other changes and volume tweaks

    1.91
    -Basically reverted back to 1.7 but kept some new sounds from 1.8/1.9 that I liked (splash sounds for horses and a few others)

    1.92
    -Some changes to weapon impact sounds
    -New metal on metal shield impacts
    -Various other tweaks and changes

    2.0
    -Ported over to Warband
    -Few tweaks melee hit sounds

    2.1
    -Increased volume for hoofbeats in Warband version
    -New grunt voices when stunned
    -Changes to weapon clash sounds
    -Changes to metal shield blunt impact sounds



    Custom Commander
    http://www.mbrepository.com/file.php?id=1851
    Features :
    #. Add a new menu before encounter that can choose NPC(unwounded) to be the leader instead of player .
    #. Increasing proficiency in a weapon type now gives bonuses as listed below: Every increase of the following weapon proficiencies by 120 gives the bonuses listed below
    1-handed weapons: +1 Agi, +1 +1 Shield
    2-handed weapons: +1 Str, +1 Power Strike
    Polearms: +1 Power Strike, +1 Riding
    Archery: +1 Agi, +1 Power Draw
    Crossbows: +1 Str, +1 Agi
    Throwing weapons: +1 Str, +1 Power Throw
    #. "Auto loot"(thanks to fisheye)
    Autoloot improvements by me:
    Quote:
    Reorganized how NPCs will choose their loots, they will accord to the performance instead of the price.
    Auto-choosing readable books, put the books into the booty and NPCs will choose the books their like.
    After auto-loot, NPCs will read the book by themselves, do not need talk and order them to read anymore.
    After finishing the book, NPCs will throw it into the booty and let others choose.
    Make a new equipment management interface for autoloot.
    Every NPC has two sets of weapons and also two sets of weapon upgrading settings. You can easily toggle between the two sets.

    # Auto-selling system
    Quote:
    Could choose the price limit for the auto-sold items
    Could choose which kind of items will be auto-sold in to detail
    Foods, trade goods and books could not be auto-sold
    Unlock NPCs' inventory, and NPCs will take all the surplus loots by themselves
    NPCs will auto-sell their loots and there is no need to translate the loots to players from NPCs any more. NPCs will revceive the money and show the associated information.
    The total weight of items in NPCs' inventory will affect the party's moving speed.
    Auto-selling options shows up on the town and village's menu that let NPCs to trade with all merchants in the town (or with the village older) automatically. Auto-selling stops when all merchants run out of money or space.
    The order of auto-selling is form the bottom of the party list to the player, and they will sell cheap itms first.
    NPCs' auto-choosing equitpemts does not affect their auto-looting, they will put the remainder into the loot pool and let others choose. and throw from the most expensive item until the loot pool is full. After autoloot, the remainder will auto-talken by NPCs.

    #. The skill 'Path-finding' increases Party map speed by 6% per skill level.
    #. If you enounter stronger enemies and leaving some soldiers behind to cover your retreat or after escaping, the movement speed will be twice the normal speed for half an hour (game time), then it will return to normal .
    #. A few changes to Native models, made a flying arrow model of my own, now flying arrows are more... immersive.
    #. Heroes will get extra experience points(by ratio) because of their intelligence points in battles.
    #. Heroes(player, 16NPCs, lords and kings) will get extra weapon points when he kill/stun a enemy troop. The amount of points depends on the xp gaind and the hero's skill level of Weapon master.
    #. Add a mystic merchant to the taverns of towns. You can gamble with him like the Diablo II. You will see many items, but you can't see the prefix and the true price of the items. You will cost the money of the same item without a prefix, then you may get an item with a good prefix or maybe an item with a bad prefix.
    #. Troops in lords' parties or their towns or castles and also kingdom caravans will be sorted by the level of troops every 24 hours.
    #. The horse' HP will influence its speed, if the horse' HP is lower, its speed will be lower
    #. Custom camera for battles:
    Quote:
    Key up: raise the camera
    Key down: lower the camera
    Key left: zoom out
    Key right: zoom in

    When any arrow key is clicked, the manual mode will be enbled, no need to press any keys to toggle the mode. If the left Ctrl key is pressed, the movement of the camera will be five times more. Press R or `or left Shift to end the manual mode.

    #. You can view the upgrade trees of troops and all items in game.
    #. You can check out the effects of the prefix of an item with the prefix.
    #. Many mod options in camp menu.
    # You can recruit troops for your own towns or castles.



    Caldaria - Warring States
    http://www.mbrepository.com/file.php?id=1820
    Features :
    The merchants of Caldaria had enough of the petty bickerings of the kings and decided to form their own city-state, Aran, not far from Praven. Lead by Lord Council Jakkob and his merchant princes, the free city of Aran fields its own professional army. Will they survive and carve their own destiny in Caldaria?

    * Minor fix - disabled Talk to Guildmaster from Town Menu as it gives error..

    Feature

    A new faction kingdom, Freecity of Aran
    A new city
    5 additional mercenary units (huntsman, caravan leader, mercenary footman, mercenary heavy crossbowman, duelist, nagita retainer)
    priest units (acolyte, monk, warrior monk)
    10 Aranese faction unit types
    20 Aranese Lords and 20 Aranese Ladies
    2 additional companions
    Access Talk to Village Elder from Village Menu
    Access Talk to Guild Master from Town Menu * disabled
    Garrison Troops at Villages you owned (if you built manors in them)
    Spear Bracing
    Sell Prisoner Price based on their level..

    ** It will be about 2-3 months before I will released another update as the other WIPs require more planning, effort and time to complete. In the meantime, enjoy the mod. Thanks.

    Work in Progress (for next version)
    +++++++++++++
    40 more companions to choose from.
    20 more mercenary units and 10 more factions
    Spear Bracing
    Better Battle Formation and Tactics
    Companion recruiting (How long and how much it takes to recruit depends on Companion's Persuasion skill) - Recruit only Farmers/Townsman/Peasant
    Get Escort Quest from roaming caravan
    Additional Quest
    Textbased Quests that will affect Player's stats and also those of existing Companions (like Choose your own adventurer story and also like the recent King Arthur: Roleplaying wargame kind)
    Companions to be able to lead their own warbands (not as lords) and gain experience
    Rare Artifacts that will affect Player's stats.
    Better Kingdom Management (similar to Sword of Damocles kind..having edicts and laws that will affect the economy as well as kingdom morale)
    Ability to create a Knight Order (to access to exclusive unit type and quests) based on the Player's past actions.
    Peasant Rebellions
    Ability to garrison villages
    Instead of ruling a kingdom, you can try to be a trading mogul. Player setup trade routes. Invest in building town improvement which improve prosperity of the town. Trade wars with other trading companies.
    Multi-tier buildings to improve town and also upgrade troops and access to more troop type.
    New non-combat units (eg. laborer, blacksmith, tax collector, baliff) which you can use to complete quests
    + Garrisoned laborer will help to improve town improvement.

    Issued Fixed
    +++++++++
    Messed up lord relationships fixed
    Caravan issues fixed



    Better Banners
    http://www.mbrepository.com/file.php?id=1789
    Features :
    All new banners shown below (mixed with a few of the old banners, but all have received my super duper post-process "fade" effect to make them nice and aged).
    Spoiler Alert, click show to read: 




    Arena Overhaul Mod
    http://www.mbrepository.com/file.php?id=1760
    Secondary Link - http://www.4shared.com/file/25383847...ul_mod_10.html
    Features :
    All 22 arenas have been remade to make them look more interesting and fun/challenging to fight in.
    Simple installation and savegame compatible. See thread at Taleworlds for screenshots (and later a trailer)

    INSTALLATION:
    Place the downloaded files in the SceneObj folder in 'native' or any mod you like. (Click yes to overwriting). That's all.

    IMPORTANT:
    You might wish to backup the SceneObj folder in case you want to revert the installation.



    Art of War
    http://www.mbrepository.com/file.php?id=1811
    Features :
    This mod is a really small (for now) modification for Warband. It aims in making the game more tactics based by making every factions units almost similar, with their original specializations, such as, Khergits are more horse based than other factions, Nords have axemen etc. In future, Im looking to expand this by planting some formation packs.

    Tactics are more important, you really cant just go and charge ahead against and army of pikes with your cavarly.
    Faction troops have similar uniforms, for example, Swadia uses only Red clothes, Nords Blue etc.
    In future, more formations.
    Battles will be much more bloody, you can lose almost your entire army in a blink of an eye if you dont pay attention



    OSP Warband Item Variants 1.3
    http://www.mbrepository.com/file.php?id=1876
    Features :
    This pack has been re-released under a new name, OSP Warband Item Variants. Which include 111 different armors, hats, helmets, and clothing items which have been recolored. As well as a small handful of altered meshes, such as gauntlets and helms. 1.2 Includes item lines ready to copy and paste into your item_kinds1.txt



    Reworked Armours 1.6
    http://www.mbrepository.com/file.php?id=1841
    Features :
    Instructions: download rar. file and extract it. Inside "Warband mini mod - Reworked armors 1.x." folder you will see "textures" and "CommonRes" folders, put them in your main Warband folder (C:\Program Files\Mount&Blade Warband). Accept to overwrite the files and enjoy it!

    Changelog 1.6.
    *Dragon Shield Reworked.
    *Robe reworked again.
    *Fixed all normal maps.
    Changelog 1.5.
    *Nomad Armor reworked again.
    Changelog 1.4.
    *White and Blue Gambesons reworked.
    *Normal maps added to all my reworked armors.
    Changelog 1.3.
    *Khergit Armor reworked.
    *Fixed Shirt, Robe and others's shadow, now they don't have iron reflections.
    Changelog 1.2.
    *Robe reworked.
    Changelog 1.1.
    *Shirt reworked.
    Changelog 1.
    *Nomad Armor reworked.

    Reworked Armor-Litus Fix
    http://www.mbrepository.com/file.php?id=1867
    Features :
    Makes reworked armor compatible with Litus.... hopefully.

    Works only for .9. Contact me if you want to make it work for an earlier version of Litus.

    How to install Put materials.brf in Litus Resources. Backup Litus' original materials and put this materials file in their instead.

    Place the white and blue gambesons along with costume1_normalmap in Textures.

    That's it. Hopefully it works.



    Exotic Arabians Pack
    http://www.mbrepository.com/file.php?id=1818
    Features :
    These are some recolors of the Arabian horse you can buy, it's really just a modder's resource but I put stuff in there and they are playable too. There's mostly real colors in there, but there are some fun ones! I put the companions I hate most on the ones I don't like as much. Makes me feel better.
    If you have any problems please comment and I'll get back to you ASAP.

    This mod works with Warband Single Player but I have not tried it in multiplayer! You can if you want, but I may not have an answer for why it broke.
    Unless the horses change this should work with Warband 1.0+

    Colors of horses included are as follows:

    Rose Grey Dapple Pinto
    Dun
    Red Chestnut Pinto Brindle
    Dominant White
    Zebra
    Luetistic Zebra
    Rainbow Zebra
    Piebald
    Leopard Brown Appaloosa
    Red Roan
    Black Leopard Appaloosa
    Palomino
    Pink
    Light Chestnut Medicine Hat Ceremonial
    Black Ceremonial
    Grulla
    Black
    Chestnut Ceremonial
    Brown Ceremonial
    Chestnut Blanket Appaloosa
    Black Roan
    Dapple Grey pinto
    Black Rainbow Leoppard Appaloosa

    Enjoy!

    PS
    If you hate the funky horses with a flaming passion like no other, go into the item_kinds.txt find their names, and remove the python lines associated with them. Remember to subtract the amount of lines you removed from the total number at the top EI: Took out Harmony and Comet, subtract 2, if the total number was 522 before, well now it's 520.
    Enjoy!



    Retro Faction Recolour Mod
    http://www.mbrepository.com/file.php...ed=true#c_7173
    Features :
    This mod is simply a recoloring of the factions back to the old native way. This mod was created in Warband and may not be compatible with lower versions (Given its simply one file with the Sarrinid Faction implemented I'd assume no.)

    For this mod in general I tried to choose more vibrant colors with less blandness. They aren't neon, but are more subtle powerful hues.

    The Coloring as of Warband:
    Vaegir - White
    Nord - Cyan
    Rhodok - Green
    Swadia - Orange
    Kherjit - Purple
    Sarranid - Yellow

    Recolor Mod:
    Vaegir - Green
    Nord - Yellow
    Rhodok - Cyan
    Swadia - Orange
    Kherjit - Purple
    Sarranid - Sandy Tan



    Warband - Age of Change
    http://www.mbrepository.com/file.php?id=1894
    Features :
    113 new troops,
    new mercenaries,
    new horses,
    new weapons,
    new armors,
    new banners,
    new music,
    firearms,
    grenades,
    arena overhaul...

    I made this mod for people who like Native based mod (like me). It is made acording to people demands on different treds on Tale Worlds forum.
    This mode brings up factions units to a more chalenging level.
    It also gives Khirgits a whole branch of light but skilfull infantry or dangerous samurai's and nafatuns.
    Rhodoks now have cavalry and some exotic heavy infantry.
    Vaegirs now have ranged cavalry and exotic infantry.
    Nords...Mounted Huscarls,War Clerics.
    Swadia...Templar Knights
    Mercenaries.. You will have light cavalry armed with guns or heavy armored knihgt,Shoguns..

    Try it, you wont be dissapointed at all! And if you like it next edition of mod will be even better. This mod is only a roughly scatch of an upcoming mode, let's say a test.


    Installation: unpack and copy/paste it in your Warband/Modules folder.Start the game and choose the Zlovoljni WARBAND AGE OF CHANGE1.X on the startup screen. Enjoy! :pint:



    Troops Mod
    http://www.mbrepository.com/file.php?id=1911
    Features :
    mod with new troops and items. all races now have other troops to recruit and 2 lines of upgrades for each. 1 line melee fighters 2nd rangers. races :
    1- sword - shield - bow
    2- axe - shield - crossbow
    3- spear - shield - throwing axe
    4- mace - shield - javelin
    5- two handed axe - throwing dagger
    6- two handed sword - pistol
    . every troops with modified weapons and armors.new weapons of all kind and armors of 2 kind leather and mail. now its just normal weapons and armors with modified stats but i'll make my models .

    http://forums.taleworlds.com/index.p...,114171.0.html

    0.11- fixed axe model. added function to talk with village elder from village menu.
    0.12- balanced all items stats.
    0.13- more item balance. changed mace model (into morningstar)
    0.14- skill max lvl changed to 15. prisoner management gives 20 slots for prisoners. base party size 50. gives extra 10 size on every leadership. cattle will follow you instead of run away. increased troop number that can be recruited from village at time. decreased build time. decreased food consumption. increased arena rewards. increased tournament bet amounts and xp reward. lords never run away after battle and decreased chance for lords to run away from you. increased merchant money. increased available mercenaries that can be recruited from tavern. increased income from your town. increased bandit party sizes and amounts of that parties. and some more changes.
    0.15- some fixes.
    0.16- added more items, more troops and some fixes.



    Warband Native Rebalance Mod
    http://www.mbrepository.com/file.php?id=1926
    Features :
    all items stats are slightly rebalanced: polearms and maces are stronger, some armors are slightly stronger and some weaker, stronger horse charge, etc
    bows and crossbows are 25-75% stronger, now heavy crossbow is a really evil thing
    all troops inventories and stats are rebalanced and changed, in general, troops now have somehow better equipment and skills
    new units: nord have weak and medium cavalry, rhodoks have light cavalry and knights, longbowmen for swadians, heavy cavalry (kheshigtens) for khergits, etc
    20 or so new mercenaries, including nordic berserkers, black knights and mounted crossbowmen
    some minor tweaks



    Calradia at War
    http://www.mbrepository.com/file.php?id=1885
    Features :
    Mini-mod format.

    Has standard troops/items from CaW
    Has a few neat features never before in CaW

    Has Darklands style character generation for Swadian characters.



    The Chocolate Box Warband Variety Mod
    First Layer - http://www.mbrepository.com/file.php?id=1891
    Features -
    Basicly this is a multi option variety items mod for Mount and Blade Warband aimed at people new to the game.
    I have tried my best to give comprehensive instructions for adding these newly compiled items to the game, sorry if the instructions come accross as patronising, i'm as new at this as you may be.

    In the chocolate box file you will find four folders named after each of the original artist. Open each file and follow the instructions

    Total item count of all four files is 37 and yes they should all work together if you want to.
    These items should also currently run alongside the excellent variety pack from Thick1988, they do on my game anyway ;-)

    Anyway all the original meshes and textures are from Open Sourced Material by Faradon, Narf, Talak and RR_Raptor65 from the taleworlds forums.
    All the credit should go to them for making their work available to the community.

    Happy modding

    UPDATED TO 1.01 TO FIX SOME ERRORS PLEASE RE DOWNLOAD OR GO TO THE TALEWORLDS LINK TO UPDATE MANUALLY from the info thread.

    http://forums.taleworlds.com/index.p...,113570.0.html

    Second Layer - http://www.mbrepository.com/file.php?id=1916
    Features - This is the second layer of my chocolate box mod

    Credits this time go to Dejawolf and Maw from the taleworlds forums for meshes and textures.

    Some re-colouring and re-texturing done by my good self.

    Total item count 24 All compatible with my other variety mod and thick1988's item variety pack.

    This mod is in the same format as my previous items mod, as a small note, the folder titled "Dejawolf helms late" is helms from a slightly later time period than Warband is set, so include in your game or not as you wish. Also, the textures for these two helms are included in the first Dejawolf helms textures, so, if you include them you only need the BRF file and the item lines and the module.ini line.

    UPDATED!!!
    Sorry folks, some of the shield textures where far too bright.
    I think i have now fixed the issue and updated the download, if you downloaded the original version 1.00 then all you will need to change are your maw shields/texture files from this new update



    Satan's Mod (lol)
    http://www.mbrepository.com/file.php?id=1928
    Features :
    As yet unfinished mod havnt even got a name for it yet
    im new to modding and i would like to know what you guys think so far

    Renamed And Recoloured Factions

    Goths = finished
    Saxons = Finished
    Hospitallers = in need of new armour (if any1 Has Some :wink
    Sarranid Saracens = new shields
    Vandals = not don yet
    Huns = not done yet

    a few new troops + trees, weapons and armour


    Also includes with many thanks too

    MarkQuinn for Better banners mod

    Thick1988 for OSP Warband Item Variants 1.0 mod

    Beezarandy for The chocolate box mod parts 1 and 2
    Credits: Open Sourced Material by Faradon, Narf, Talak, RR_Raptor65, Dejawolf and Maw

    Waihti for Diplomacy v1.5.1beta
    Credits: Waihti - scripting
    More Information at:
    http://forums.taleworlds.com/index.p...,113525.0.html

    i take no credit for any new stuff in this mod all i did was put it together if ive missed any1 sorry



    Recruiter Mod
    http://www.mbrepository.com/file.php?id=1931
    Features :
    This mod adds recruiter parties to the game, which will recruit volunteers from villages and bring them to your fortresses' garrisons. This will make kingdom management a LOT easier.

    * Hire recruiters to get you new troops, while you can concentrate on more interesting affairs.
    * Recruiters can be hired from castles and towns.
    * Recruiters don't just simply spawn recruits from nowhere, they actually travel on the adventure map and visit villages and get the exact same amount of recruits from them as you would.
    * Clear, colored messages are shown when a recruiter has completed or failed his task.

    File History 1.30
    - Warband compatibility.
    1.20
    - Change: Recruiters can now be attacked by other parties, and their nationality is visible.
    - Change: Recruiters can no longer recruit from villages that have negative relation to player or from villages that belong to hostile kingdom.
    - Change: A red message is displayed every time a recruiter is defeated.
    - Change: The message that tells that a recruiter has returned home is now colored green.
    - Fix: Two minor bugs.
    1.10
    - Added ability to order recruits of specified nationality.
    1.0
    - First version.



    Zelig's Version of Wheel of Time Mod
    0.3 (Install First) : http://www.mbrepository.com/file.php?id=1864
    0.4 (Install Second) : http://www.mbrepository.com/file.php?id=1895
    0.4a (Patch; Install Last) : http://www.mbrepository.com/file.php?id=1878
    Features :
    -flame arrow
    -teleport(on battlefield)
    -heal
    -conjuration of troops
    -conjuration of horse?(don't know if will need last one)
    -ashaman troops tree
    -using channelling connection as sword
    -one channelling tool
    -choosing weave to cast by pressing z for main player
    -refilling sedai ammo by the level of fatigue
    -another temporary models for ashamans and aes sedais

    what will be soon:
    -fatigue of One Power
    -script for npc troops for channeling weaves with restrictions by mastery of channeling
    -aes sedai tree(with ajahs)
    -map
    -power shields(that would used against one power)

    for far future:
    -complicating of ashaman tree(with ashamans connected to aes sedai)
    -quest line
    -gentling system(who's more stronger)
    -power shields(that would used against one power)
    -teleporting between cities
    -shine when using channeling to the Source
    -madness
    -questline on curing touching of Dark One on man half of the True Source
    -entering teleportation as part of quest line



    More Horses
    http://www.mbrepository.com/file.php?id=1832
    Features :
    MORE HORSES
    textures made by AlienSlof of the oblivion modding world and brought over to the mount and blade world by me- Wanderer949
    and some are Talak horse textures thatI have brought over (I have permission)

    1. Make a copy of your Native folder. (so if something goes wrong, nothing hits the fan
    2. put the texture files in the textures folder ( C:\Program Files\Mount&Blade Warband\Modules\Native\Textures )
    3. put the brf file in the rsource folder ( C:\Program Files\Mount&Blade Warband\Modules\Native\Resource )
    4. put this in the module.txt file load_mod_resource = MoreHorse in the #animations column
    5. then put the below in the item kinds.txt and add to the top number so if its 400 change to 445
    6. put a copy of the brf Armouredhorse in the commonres folder.
    7. enjoy the new lovely horses
    Spoiler Alert, click show to read: 


    itm_01 Paint_Rouncey Saddle_Horse 1 PaintSaddleW 34360000512 65537 0 240 41876193280 0.000000 90 0 0 0 1 100 44 45 104 0 10 0
    0
    0

    itm_02 Brown_Rouncey Saddle_Horse 1 BrownSaddleW 34360000512 65537 0 240 41876193280 0.000000 90 0 0 0 1 100 44 45 104 0 10 0
    0
    0

    itm_03 chestnut_Rouncey Saddle_Horse 1 chestnutSaddleW 34360000512 65537 0 240 41876193280 0.000000 90 0 0 0 1 100 44 45 104 0 10 0
    0
    0

    itm_04 DarkBay_Rouncey Saddle_Horse 1 DarkBaySaddleW 34360000512 65537 0 240 41876193280 0.000000 90 0 0 0 1 100 44 45 104 0 10 0
    0
    0

    itm_05 MedHat_Desert_Horse Sarranid_Horse 1 MedHatArabW 0 65537 0 700 110595670016 0.000000 80 0 0 0 3 100 75 43 100 0 16 0
    1
    20
    0

    itm_06 Appaloosa_Desert_Horse Sarranid_Horse 1 AppaArabW 0 65537 0 700 110595670016 0.000000 80 0 0 0 3 100 75 43 100 0 16 0
    1
    20
    0

    itm_07 Bay_Desert_Horse Sarranid_Horse 1 BayArabW 0 65537 0 700 110595670016 0.000000 80 0 0 0 3 100 75 43 100 0 16 0
    1
    20
    0

    itm_08 Brown_Desert_Horse Sarranid_Horse 1 BrownArabW 0 65537 0 700 110595670016 0.000000 80 0 0 0 3 100 75 43 100 0 16 0
    1
    20
    0

    itm_09 Paint_Desert_Horse Sarranid_Horse 1 PaintArabW 0 65537 0 700 110595670016 0.000000 80 0 0 0 3 100 75 43 100 0 16 0
    1
    20
    0

    itm_10 Dun_Desert_Horse Sarranid_Horse 1 DunArabW 0 65537 0 700 110595670016 0.000000 80 0 0 0 3 100 75 43 100 0 16 0
    1
    20
    0

    itm_11 BayAppaloosa_Steppe_Pony Steppe_Horse 1 bayappaloosaW 0 65537 0 192 41876193280 0.000000 80 0 0 0 2 100 70 45 98 0 8 0
    2
    16 17
    0

    itm_12 BlackAppaloosa_Steppe_Pony Steppe_Horse 1 blackappaloosaW 0 65537 0 192 41876193280 0.000000 80 0 0 0 2 100 70 45 98 0 8 0
    2
    16 17
    0

    itm_13 BrownPaint_Steppe_Pony Steppe_Horse 1 brownpaintW 0 65537 0 192 41876193280 0.000000 80 0 0 0 2 100 70 45 98 0 8 0
    2
    16 17
    0

    itm_14 BlackPaint_Steppe_Pony Steppe_Horse 1 blackpaintW 0 65537 0 192 41876193280 0.000000 80 0 0 0 2 100 70 45 98 0 8 0
    2
    16 17
    0

    itm_15 LeopardSpotted_Steppe_Pony Steppe_Horse 1 blackleopardW 0 65537 0 192 41876193280 0.000000 80 0 0 0 2 100 70 45 98 0 8 0
    2
    16 17
    0

    itm_16 ChestnutAppaloosa_Steppe_Pony Steppe_Horse 1 chestnutappaloosaW 0 65537 0 192 41876193280 0.000000 80 0 0 0 2 100 70 45 98 0 8 0
    2
    16 17
    0

    itm_17 Flaxen_Steppe_Pony Steppe_Horse 1 flaxenW 0 65537 0 192 41876193280 0.000000 80 0 0 0 2 100 70 45 98 0 8 0
    2
    16 17
    0

    itm_18 SpottedBuckskin_Steppe_Pony Steppe_Horse 1 SpottedBuckskinW 0 65537 0 192 41876193280 0.000000 80 0 0 0 2 100 70 45 98 0 8 0
    2
    16 17
    0

    itm_19 BayAppaloosa_Steppe_Pony Steppe_Horse 1 Bay2appaloosaW 0 65537 0 192 41876193280 0.000000 80 0 0 0 2 100 70 45 98 0 8 0
    2
    16 17
    0

    itm_20 Splash_Steppe_Pony Steppe_Horse 1 SplashW 0 65537 0 192 41876193280 0.000000 80 0 0 0 2 100 70 45 98 0 8 0
    2
    16 17
    0

    itm_21 BrindleBay_Destrier Hunter 1 BrindleBayW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_22 BaySnowFlake_Destrier Hunter 1 BaysnowflakeW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_23 DarkBay_Destrier Hunter 1 DarkbayW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_24 RedBay_Destrier Hunter 1 redchestnutW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_25 BlueRoan_Destrier Hunter 1 BlueRoanW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_26 Chocbay_Destrier Hunter 1 ChocbayW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_27 Bay_Destrier Hunter 1 bayW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_28 Palomino_Destrier Hunter 1 PalominoW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_29 DappleGrey_Destrier Hunter 1 DapplegreyW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_30 Chestnut_Destrier Hunter 1 chestnutW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_31 Grey_Destrier Hunter 1 GreyW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_32 Dun_Destrier Hunter 1 dunW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_33 FleabittenGrey_Destrier Hunter 1 fleabittenW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_34 RedRoan_Destrier Hunter 1 redroanW 34360000512 65537 0 810 110595670016 0.000000 60 0 10 0 3 130 44 45 108 0 40 0
    0
    0

    itm_35 Bay_Courser Hunter 1 Bay2W 0 65537 0 600 110595670016 0.000000 70 0 0 0 2 100 44 50 106 0 30 0
    0
    0

    itm_36 Honeychestnut_Courser Hunter 1 honeychestnutW 0 65537 0 600 110595670016 0.000000 70 0 0 0 2 100 44 50 106 0 30 0
    0
    0

    itm_37 DuskBay_Courser Hunter 1 DuskBayW 0 65537 0 600 110595670016 0.000000 70 0 0 0 2 100 44 50 106 0 30 0
    0
    0

    itm_38 Black_Courser Hunter 1 blackW 0 65537 0 600 110595670016 0.000000 70 0 0 0 2 100 44 50 106 0 30 0
    0
    0

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    itm_43 Chestnut_Courser Hunter 1 chestnut2W 0 65537 0 600 110595670016 0.000000 70 0 0 0 2 100 44 50 106 0 30 0
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    The Eagle and the Radiant Cross
    http://www.sendspace.com/file/b29w2o
    Features :
    * All factions, troops, and features ported, with minor adjustments and inclusion of Warband items
    * Town troops recruitment script and Town Recruiters (if you own the town)
    * Formations (working as it did before)
    * Tournament items changed: Crossbow is now Blunderbuss
    * Each town gets its faction's armor/helmet in tournaments, mostly color-coordinated
    * Faction-specific items (i.e. Pickelhaubes) now only available in its own towns
    * Fisheye original & rubik's improved Autoloot for companions, now with firearms support
    * rubik's Custom Camera patch (singleplayer battles only)
    * You can now whack people with your gun by pressing X to switch to melee
    Fixed town troop availability
    Fixed some lord banners
    Added Autoloot (with firearms compatibility)
    Added secondary melee function to muskets

    List of multiplayer classes

    * Holy Swadian Empire
    o Swadian Sharpshooter
    o Swadian Landsknecht
    o Swadian Demilance
    * Tsardom of Vaegirs
    o Vaegir Strelets
    o Vaegir Guard
    o Vaegir Horseman
    * Ormeli Empire
    o Ormeli Janissary
    o Ormeli Akinji
    o Ormeli Sipahi
    o Ormeli Voynik (AI)
    * Kingdom of Lauria
    o Laurian Arquebusier
    o Laurian Footman
    o Laurian Squire
    o Laurian Conquistador (AI)
    * Lion Throne
    o Ellisian Pedes
    o Lowland Veteran
    o Kara-Khitan Archer
    o Gunther-Piedmont
    o Mylesian Horseman
    o Ptian Cavalry
    o Auxiliary/Brigadier/Crusaders of the Radiant Cross(AI)
    * Imperial State
    o Kaiserlicher Infantry
    o Kaiserlicher Gunner
    o Kaiserlicher Dragoon
    * Haelmar Union
    o Nordland Axeman (Yellow)
    o Berthe Jaegar (Blue)
    o Schwarzen Cuirassier (Black)
    o Union Infantry/Musketeer/Hackapell (AI)
    * Grand Duchy
    o Ducal Scyther
    o Ducal Haiduk
    o Ducal Hussar

    TEATRC lodpack and equipment fix
    http://www.mbrepository.com/file.php?id=1692
    Features :
    Version 1.0 : Fixes problems on three Haelmarian plate armors.
    UPDATE (16.5.2010) :
    77 new lod models
    fixed three models (musketeer_hat09, blackhat, hat)
    UPDATE (30.4.2010) :
    Fixed clipping/texture problems on a few hats
    (musketeer_hat01, reinforcedhat)



    Spak Items
    http://www.mbrepository.com/file.php?id=1783
    Features :
    Charger, Short bow, Imperial bow, Imperial arrows, shields, War Horse, Holy Bible (invisible shield :-D ), Great Helmet ("great_helmet_new" replacer), pavise, kettle_hat/maciejowski_helmet (you must replace Mount&Blade Warband\Textures\helmets.dds), bastard sword "Kingslayer" (Mal+Um+Gul+Fal )

    +Imperial horse and shield, amazon arrows and shield, field banner

    Charger, Short bow, Imperial bow, Imperial arrows, Heater shield, Round shield:
    http://para77ax.narod.ru/MnB/spak_it...k_items_wb.png
    War Horse, shield, Holy Bible:
    http://para77ax.narod.ru/MnB/spak_it..._items_wb2.png
    Great Helmet
    http://para77ax.narod.ru/MnB/spak_items/helmets_f.png
    Greek shield, pavise, kettle_hat/maciejowski_helmet ,"Kingslayer":
    http://para77ax.narod.ru/MnB/spak_items/kingslayer3.png
    amazon arrows and shield
    http://para77ax.narod.ru/MnB/spak_it...zon_arrows.png
    Imperial horse and shield+field banner
    http://para77ax.narod.ru/MnB/spak_items/imp_horse2.png



    OCUF Mod
    http://www.mbrepository.com/file.php?id=1902
    Features :
    Creates two identical factions for competitive clan matches. The factions differ in appearance only, and utilise heraldic armours to help distinguish the teams.

    Installation instructions:
    1. Create a copy of the Native folder in your Warband\Modules folder.
    2. Rename that folder to: OCUF
    3. Extract the contents of the OCUF.rar file into the OCUF folder. It will replace several .txt files.
    4. Play!


    There are five classes:

    Crossbowmen
    - Similar to a Swadian crossbowman

    Archers
    - Similar to a Nord archer, with access to small weak shields

    Infantry
    - Has a large range of polearms, cheap spears, and 1H blunt.
    - Can use low-end mail armour
    - Has strong heater shields

    Dismounted Men at Arms
    - Has a large range of 1H swords, 2H swords, 1H picks. Has some 1H axes, 2H axes, 1H/2H blunt weapons.
    - Has strong heater shields
    - Can use the heavier mail armours.
    - Lacks polearms and spears (and has a very low polearm skill)

    Mounted Men at Arms
    - Similar to a Swadian Man at Arms but without the Great Lance and Charger.
    - Larger range of 1H swords including cavalry swords.
    - Uses horseman's heater shields (smaller).



    Improved Animations
    http://www.mbrepository.com/file.php?id=1897
    Features :
    This is a small collection of animaiton mods I've been making and using recently. It includes some of my own work as well as some very nice motion capture which was lying around unused in the game files (probably remnants of features not yet/never to be implemented). Fully compatible with native and multiplayer as far as I know.


    Here is a list of things I've done:
    "parry_attack" animations have been put in as normal attacks
    "parry" animations for 1hander have been re-implemented (not sure why they were commented out, they look really good)
    Implemented a couple of new death animations
    Made death animations go ragdoll much later so we get a chance to watch the motion capture and people don't lie in awkward posiitons
    Dressed up the crouch animation as a shield block and put in a shield block of my own
    Made a couple of new stand animations
    Replaced the crossbow reload animation with my rack and pinion animation



    Recompiled Kegenki animations
    http://www.mbrepository.com/file.php?id=1871
    Features :
    Rev.1.1
    I extracted animations from Kegenki mod, and put it on action_mod.brf and deleted the old animations copied from native. Made some amendments to action.txt. Hopefully more ppl tryout these animations, as I usually put them on all mods that I play as it enhances the feel.
    If u decided to use this, u will need to do the following :-
    1) Copy actions_mod.brf to the mod /resource directory
    2) Backup your existing module.init file and edit module.ini to include "load_mod_resource = actions_mod" I put an example with the download.
    Add the following line to your module.ini file, attach is a reference native module.ini with the addition.
    ##### Add this line to your module.ini file #####
    load_mod_resource = actions_mod
    ##### Add this line to your module.ini file #####
    3) Backup your existing action.txt file and replace with the one included in this download.
    The easiest way to see the annimations is to go and do arena fights. Juz change lower the damage settings to 1/4 for yourself and u should be able to fight and last awhile longer.
    Enjoy.



    Historic Castles Project
    http://www.mbrepository.com/file.php?id=1929
    Features :
    6 castles that resemble historic castles from Britain - 4 of them motte & bailey castles. They replace native castles.
    For details read the included 'readme'. Free for anyone to use - specifically for mods that take place in Britain around the years 1066-1300.
    See homepage for screenshots.



    Warband: New Animations Mod
    http://www.mbrepository.com/file.php?id=1935
    Features :
    This is a mod for M&B Warband.
    It adds new combat animations to the game.

    Some of you might probably know this mod for the classical Mount & Blade. It is very similar to it.

    As right...
    Simply extract the Mod folder to your install under Modules. For example: C:\Games\Warband\modules\

    Remember that this is not the accomplished version but still 0.4.
    It will be enhanced as soon as I got time


    You can see a preview video here: http://www.youtube.com/watch?v=8AjziCpw6AE



    Warband: Renaissance
    http://www.mbrepository.com/file.php?id=1938
    Features :
    I love historical epoch of "musket and pike". "The Eagle and the Radiant Cross" was my favorite MnB mod - in fact, the only one mod I played for a significant time. Warband was released, I waited for a good TEatRC-style mod - with firearms, pikes, etc - but to no avail. So I decided to make something like it myself.
    This mod pictures Calradia 200-300 years later from Native. It's not very historically accurate about armors, weapons, troops, etc (Native isn't either), but I tried to keep style.

    - all factions' troop trees are almost completely reworked
    - some new items, including pikes and lots of various firearms: muskets, arquebuses, carbines, pistols
    - pike, crossbow and musket are really evil weapons and can bring down full-armored knight in a single shot/thrust

    Warband: Renaissance Quick Fix
    http://www.mbrepository.com/file.php?id=1943
    Features :
    Fixes tradeable firearms and cartridges, just overwrite txt files in your mod directory.
    Last edited by Turkeys!; May 25, 2010 at 05:07 PM.

  2. #2

    Default Re: SP Warband v1.113 Mods

    Great job.

    +rep
    Have you ever seen Dirty Harry Guns and money are best diplomacy
    "At a football club, there's a holy trinity - the players, the manager and the supporters. Directors don't come into it. They are only there to sign the cheques."

    Bill Shankly

    "Not badly, considering I was seated between Jesus Christ and Napoleon"

    David Lloyd George was pleased with his performance at Versailles.

  3. #3

    Default Re: SP Warband v1.113 Mods

    Quote Originally Posted by Ishoss View Post
    Great job.

    +rep
    seconded. I've tried diplomacy mod. a very nice save games compatible little addition. recommend to everyone

  4. #4

    Default Re: SP Warband v1.113 Mods

    I tried the 1257 mod. It was OK but it didn't keep my interest.
    Have you ever seen Dirty Harry Guns and money are best diplomacy
    "At a football club, there's a holy trinity - the players, the manager and the supporters. Directors don't come into it. They are only there to sign the cheques."

    Bill Shankly

    "Not badly, considering I was seated between Jesus Christ and Napoleon"

    David Lloyd George was pleased with his performance at Versailles.

  5. #5

    Default Re: SP Warband v1.113 Mods

    screenshots?

  6. #6
    Turkeys!'s Avatar Praepositus
    Join Date
    May 2006
    Location
    New Jersey, USA
    Posts
    5,610

    Default Re: SP Warband v1.113 Mods

    Hmm?

  7. #7

    Default Re: SP Warband v1.113 Mods

    Not sure which to go with, want stability with lots of new features preferably more vanilla based but it's hard to make judgments based off of text.

  8. #8

    Default Re: SP Warband v1.113 Mods

    yes we demand to see pictures.

  9. #9

    Default Re: SP Warband v1.113 Mods

    you didn´t mention my favourite mod: Sword Song
    http://www.mbrepository.com/file.php?id=1966
    britain during the heptarchy with the danelaw

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