MOUNT & BLADE WARBAND
Gekokujo by marty4286 aka phlpp
Warband » Modules
Added: 02/10/2012 - 12:45PM
Updated: 20/07/2016 - 01:54PM

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3.1beta Latest version

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Uploaded by marty4286

Description

Last updated at 13:54, 20 Jul 2016 Uploaded at 12:45, 2 Oct 2012

I stopped working on this mod, but there is a 3.1 beta patch

I announced this in the Taleworlds forum, but not here, Steam Workshop, or modDB. For that, I apologize. I released the 3.1 beta patch a long time ago in the same forum, because I wanted a small group of testers to iron out the bugs with the mod before I put it up here -- you all only deserve a tight bug-free experience. However, I hadn't expected to suddenly stop working on the mod, so only Taleworlds was left with 3.1 while you got nothing.

I'm not restarting work on Gekokujo right now, but I am going to rectify one mistake by linking you to the 3.1 beta patch thread (and uploading it as well). It is playable and *mostly* bug-free, thanks to the good people in the Taleworlds forum, but it is not quite up to the standards I think a patch should be before it gets released here. And most importantly, it's save-compatible with 3.0.

A description of the changes are available in the beta patch thread: https://forums.taleworlds.com/index.php/topic,305618.0.html

Installation Instructions:

1. Install Gekokujo 3.0 (if you haven't already)
2. Install the contents of the patch over Gekokujo 3.0 (this is the only step if you already have 3.0)

The patch is 41mb. If it is smaller than that, the download was corrupted and you should try a different mirror.

Old Description:

This mod works for Warband 1.158

WARNING 1: This mod has not been properly translated from English. Playing on anything other than English will cause certain text to use translations of the native module.

WARNING 2: It may take a very long time to start up a new game (that it looks like it must have crashed) because of the number of factions in play. I am working on improving startup time, but while that is still not fixed, I suggest starting a new game in windowed mode to allow you to do something else while it starts up. Once your new character is made, you can save it and restore full-screen mode -- starting a new game takes a long time, but loading an existing save is as quick as normal Mount and Blade.

Taleworlds Sub-Board: http://forums.taleworlds.com/index.php/board,361.0.html

3.0 has been released

Version 3.0 Changes
General:
- All-new and more immersive music
- Rewrote the opening mission to be more morally ambigious, in order to set the tone (you'll see)
- Ranged ashigaru now spawn a ratio of gunners and archers rather than just one or the other. ranged samurai remain the same
- Your freelancer-assigned weapons are now taken away on defeat (your loot remains)
- Added a quest to return to your lord after freelancer army is defeated
- Added ability to request for promotion from ashigaru to samurai in freelancer with enough renown and relationship
- Added agents/ninja -- crude and limited for now (they only help you open castle walls)
- AI now form basic formations in battle -- not quite like other mods, but should be slightly improved over vanilla
- Added limited seafaring (sea routes are restricted) and new sea battle maps based on relative army sizes
- Added "forts" -- self-contained castles/hideouts with no income but free storage and recruitables

Scripting:
- Added the last of the 1.143 -> 1.153 fixes I missed
- Added the code that turned 1.153 -> 1.158
- Frequent lord_get_home_center errors are now fixed
- Added Zephilinox's mouse-controlled death camera
- Tweaked campaign AI to generate more aggression and war
- In addition to own tweaks, also added a few of motomataru's campaign tweaks
- Increased the reinforcement rate to handle the increased death rate
- Added forage skill (replaced block skill)

Miscellaneous:
- Rebalanced player enterprises
- Fixed typos EVERYWHERE (but they'll never go away)
- Changed text descriptions and word choices in order to sound less medieval European
- Constable is now Army Inspector, Chamberlain is now Treasurer, and Chancellor is Administrator
- Characters that were "(Name)-sensei" are now "Master (Name)"
- Doubled food unit amounts and consequently also the food weights
- Rebalanced lord reinforcements
- Samurai troops now cost 33% more in upkeep than Ashigaru
- Reduced loot spam (clothes, weak weapons)
- Retitled book names to have their in-game affected skill
- Changed the Kanazawa/Ikko start to Hirosaki/Nanbu (makes more sense considering new start quest)
- What were once called ronin troops are now called hirelings
- What were once called metsuke are now called ronin
- "Farmer" is now "Peasant Man" for symmetry with "Peasant Woman"
- Map icons are now slightly smaller to make the map look bigger
- Tournaments are now smaller affairs (2 teams of 4 maximum)
- Replaced Xerina, Dranton, and Kradus with several historical and fictional samurai in tournaments
- All loadouts are now possible in all tournaments
- Horses no longer spawn in practice arenas
- Revised trade goods slightly
- Fixed "vengeful" relationship at 90+
- Allows joining any side of an encountered battle
- Kiso horses are now only available to buy in Takeda lands
- Added placeholder Ainu clothes, armor, and weapons (thanks, Rathmor!)
- Party sizes are now: +30 base, +1 per 10 renown, +5 per Leadership, +1 per Charisma, +20 for faction leaders, +20 for faction strategists, and +10 per walled center (town/castle)
- Prisoner size bonus of +1 per 10 troops in your army (+5 per skill is untouched)
- Monk character background is now male-only (not historically accurate, just for balance)
- New Miko character background for female characters
- Fixed weapon and skill assignments for upper class women
- Character creation now grants firearms skills correctly
- Added ability to enable the cheat menu from the camp menu for laptop users

Factions:
- Imahama is renamed to Nagahama whenever Oda take it. Renamed back if Asakura take it. Everyone else keeps whatever name they took it over with
- Lord and Lady appearances are now defined rather than random
- So many more lords have their historical banners
- So many fief reassignments, holy hell
- Asakura clan now get half of the old Oda territory. Good luck, guys
- Daughters and unmarried sisters are now more common. Good luck, guys
- Changed lady names to either historical or period-appropriate names. I realized I did not want my own characters to marry a goddamn Touhou, I wanted them to marry Lady Kaede from Ran. Good luck, guys.
- Added Lord Kakizaki as a vassal of the Nanbu, who controls the only castle in Ezo (Hokkaido)
- Kaga Ikki are now called Ikko Ikki because they now have territories outside of Kaga
- Ikko Ikki monks are recruited from temple fortresses and Kanazawa, Ikko samurai volunteers from castles, and villagers from villages -- they now have the most varied troop tree
- Village recruits are now named after regions rather than clans, but all other troop names remain the same. This is to emphasize their initial loyalty to the land rather than their lord
- Oda and Tokugawa now start as formal allies. RIP everyone
- What was once the Urakami clan is now the Ukita clan. What the hell was I thinking

Geography:
- Much more detailed map, with so many new rivers, lakes, and islands. Less bland, I hope
- Added a few islands that can be reached via sea travel that have imporatant things on them
- Maybe someday I will add Korea near Tsushima (don't count on it)
- Several towns, castles, and villages have been renamed and moved around for better balance
- Some villages and castles are now also named after famous battle sites
- Added Ishiyama Honganji, Jogu-ji, and Nagashima as buddhist temple fortresses (for the Ikko)
- Added a pass to allow the Hojo and Uesugi to touch each other. Takeda should now die more slowly

Bandits:
- Bandit camps now spawn properly (whoops)
- Woku pirates now have guns rather than bows. RIP
- Greatly increased bandit activity in general. RIP
- Some bandit activity is based around the forts (see above). They will stop temporarily if you burn them down or permanently if you conquer them.
- Most of the bandit types have been renamed and re-equipped
- Bandit locations have changed as well

Companions:
- Adjusted personalities of companions for when they become lords
- Renamed certain companions to be less obnoxious about videogame references
- Changed their backgrounds as well. Sorry, sorry
- New option to remove the *consequences* of companion interactions with each other (Camp -> Gekokujo-Specific Options -> Disable ). They still bicker and whine to you about it, however.
- Changed the name and backstory of some pretenders
- The faction name now changes when certain pretenders win (Tokugawa -> Imagawa for example)

Weapons:
- New swords, spears, blunt weapons, knives, bows, and so on (just look at shop inventories!)
- There are now 6 tiers of bows and 5 tiers of guns
- Gunshot sound variety and improved gunshot sounds
- Better gunsmoke
- Added an anime sword, because I can
- Added shurikens

Armor:
- Improved kasa textures and added faction jingasa
- Jingasa now come in 3 shapes
- Added egawa trim to high class armors
- Changed the strap of the hara-ate armor to be less conspicuous
- Changed the underclothes of the low class armors to be less ugly
- Added a few new chest armor types (including nanban and yukinoshita) and a looot of new helmets
- Tekko now come in multiple colors and the tiers make more sense
- Jinbaori are now separate from armor and can be combined with anything you want (looks weird on clothes)

Clothing:
- Improved hakama models and improved textures overall
- Added proper kimono sleeves to everything
- More pattern variety to women's clothing
- Added tabi-only footwear for indoor use (the NPCs switch to them automatically)
- New monk and agent headwraps

Graphics:
- Changed launcher pic to one created by Rosslington
- Female player characters now have a more appropriate infantry icon on the world map
- Added 3 new Asian faces
- Modified female armor morphs to be more bulky
- Mostly new male and female hairs
- New arena scene!
- New prison scene!
- New mansion raid scene
- New town scenes with new architectural styles
- New temple scenes and props
- Sashimono are now polearms that you can't wield (add them to any armor!)
- Sashimono have 5 different shapes and sizes
- New default crests for heraldic sashimono
- Factions have their own ashigaru and samurai sashimono (officers have heraldic sashimono)
- Loading screens are now minimalist (only one figure rather than three)

Known Bugs
- Heraldic sashimono sometimes do not trigger properly (solid color)
- Certain lords with custom jinbaori do not have indoor clothing (and are thus naked)
- There are still one or two references to medieval europe in the dialogue that were missed
- A couple of the arrow flight meshes are oversized
(These aren't the only known bugs, these are the only known bugs that consistently happen)

Version 2.1a Hotfix
- Fixed a freelancer bug where being a gunner for a lord did not give you a gun
- Fixed a major issue with how faction diplomatic status was tracked, causing factions on opposite sides of the map to declare war on each other, as well as other insanities
- Because of the fix above, diplomatic triggers have been restored to every 24 hours from every 96 hours

Version 2.1 Changes
- Proper credit to Bogmir for his Yari and Yumi models -- Sorry for forgetting I still had those!
- Caba`drin's Pre-Battle Orders v0.8 should now be integrated into the mod. I chose not to use the full PBOD so that WSE would not be required
- Enabled volley fire by command, advanced formations, and increased weapon usage orders
- Enabled crouching
- Minor scene fixes to several towns, castles, and villages
- Fixed Yamagata castle not having the correct scene file installed
- Created LODs for Polished Landscape meshes -- maps should have better performance now
- Changed the collision meshes for plants so you don't get stopped by rocks or bushes (or skeletons) anymore
- Gekokujo now properly loads one Polished Landscape brf that I had forgotten to load before
- Replaced 49 cloned banners with all-new unique ones
- All lords should now have unique banners (must start a new game to take effect)
- Most Uesugi and Takeda lords, as well as a few others, now have historical -and- ahistorical thematic banners (must start a new game to take effect)
- All 11 pages of banners should be selectable now, not just the first 8
- Disabled the melee alternate for the guns to lessen the amount of outstretched arms anims -- they have backup melee weapons anyway
- Created LODs for teppos, also for better performance
- Faction diplomacy now updates every 4 days instead of every day to increase performance and make the world less hectic
- Tweaked diplomatic AI to take shared borders into account when declaring war
- Removed some more immersion-ruining native text (such as references to sea raiders, and wheat)
- Ronin Arquebusiers should now have firearms instead of crossbow skills
- Rebalanced NPC companions to be more satisfying to level up (must start a new game to take effect)
- Rebalanced archers so they aren't equal to infantry in melee
- Increased teppo damage by 20%
- Decreased bow damage by 10%
- Increased monk unit stats, including giving basic monks (after pilgrims) a chance to spawn with bows
- Changed Otomo and Ryuzoji faction armor colors to lessen the confusion in Kyushu. Shimazu remains red
- Exchanged Funai for Kumamoto for the Otomo and Shimazu, as well as a couple of surrounding castles (must start a new game to take effect)
- A few others I may have forgotten about

Version 2.0 Changes
- All new scenes! <--- The most important
- Bug fixes for errors introduced in 1.9
- Way too much to list
- Apologies for being so vague!

Version 1.9 Changes
- Way too much to list
- Diplomacy
- Freelancer

Version 1.1 Changes
- Tournaments in Uesugi, Date, and Oda clan cities should no longer spawn without weapons
- 10 new armor variations for low level armor and improved sugegasa/jingasa model
- Different looks for different types of bandits (many using the new armor variations)
- Faction leaders are now "Great Lord" instead of just "Lord"
- Samurai troop names are more descriptive ("Yumi Cavalry" instead of just "Cavalry")
- Many more minor fixes

Installation
If you have an old version -- delete it first! 3.0 will overwrite all old files as necessary, but it will leave a few behind that are no longer used.

3.0 comes in two versions: a self-extracting installer that auto-detects your warband directory and a .rar for power users who know what they're doing.

If you have the installer, just run it and follow the instructions.

If you have the .rar, extract it into your modules directory.

Gekokujo
Gekokujo is a mod for Mount and Blade Warband set in the Sengoku period of Japan. The name is a term often translated as "the low-ranked taking over from the high" and was chosen because it was a running theme during that era: Oda Nobunaga descended from a clan of deputies to the nominal governor of their province, but the Oda usurped them and toppled their neighbors; Toyotomi Hideyoshi began his career as a cook and sandal bearer and ended up the ruler of Japan; Tokugawa Ieyasu was an upstart who probably fabricated a claim of descent from the Minamoto clan--the only ones allowed to be granted the title of Shogun. As a player of Gekokujo, you will start from nothing and attempt to gain control of the entire country, making the title fitting.

A little note on the in-game names of equipment and NPCs: My priority is to make the mod intuitive for all players, not just historical enthusiasts, so gratuitous Japanese is avoided, unless the English equivalent is even more cumbersome or somehow less informative. You will also meet "Lord Tokugawa", not "Daimyo Tokugawa Ieyasu" -- in Native mount and blade, lords only had one name (although their given names, not their surnames or house names), and "Daimyo _" isn't accurate usage anyway, since it's not how anyone would have addressed them. The mod tries to be accurate with regards to the general conditions of the time, but deliberately ignores particulars as a design decision. "Lord Oda" represents Nobunaga, but isn't really him. Gekokujo is not a historical simulation, but not because I believe it detracts from gameplay or enjoyment--so although it won't be perfect, I am not going out of my way to flout history and accuracy.

Current Features
- New map of Japan with more than double the playable area of Native, from Kyushu in the south to Ezo (Hokkaido) in the north
- 32 towns (10 more than native!), 75 castles (28 more than native!!), and 164 villages (54 more than native!!!)
- New village, castle, town, tavern, and many other scenes
- Historically-appropriate names for towns (Tokyo was still Edo, Osaka was still Sakai, and Fukuoka was still Hakata back then)
- New weapons, armor, trade goods, flags, and other details appropriate for the time and place
- Gunpowder weapons and gunpowder units
- New faces and hairs, including 6 base asian male and 4 base asian female faces
- 20 factions (19 samurai clans plus the Ikko-Ikki movement of monks, peasants, and samurai volunteers)
- Tested for stability and consistency so that it has, at minimum, the playability level of Native
- Town and castle recruitment (villages for ashigaru, towns and castles for samurai, temple fortresses for monks)
- Bodyguards for interior scenes (requires NPC companions and high-enough reknown or nobility)
- Tweaked startup scripts to increase variety in new games (such as the relationships of noble lords and ladies with each other)
- Integrated Freelancer mod (ask to serve a samurai lord as a direct retainer and participate in all their battles)
- Integrated Diplomacy mod (many, many features -- look them up separately)
- 22 npcs will full-fledged backstories
- Many, many more!

Upcoming Features
- Improved graphics
- Better warcries
- Localizations in many languages
- A religion system
- Parallel faction systems for merchants and bandits, meant to complement each other and the territorial lords
- More quests (with many based on the merchant, bandit, and religious factions)
- A proper endgame with a Korean campaign (long shot)

Credits
This is a one-man operation by me, marty4286 (also known as phlpp), and I made most of my own everything, but I did rely a lot on freely-available community resources, including:

Diplomacy Mod 4.2

Freelancer

Bogmir's Samurai Weapons OSP (two bows, two arrow quivers, and two yari spears)

Iboltax's Improved Male Faces OSP

Runico's Katanas (ironically enough, for the "chinese" weapons)

Caba`drin's Bodyguard Code and Pre-Battle Orders Kit

SacredStoneHead's Samurai Armor (gauntlets and 1 helmet mesh, retextured)

Llew's Flintlock Firearms OSP

Shcherbyna's animated map icons (lord parties, peasants, bandits):

Psiphoon's Katana Animations

gutekfiutek's Polished Landscapes (with my own modifications)
... with Delzaros's fixes for Warband 1.15x

Zephilinox's Mouselook Death Camera

NaglFaar's Join Any Side Tweak

jrider's Forage skill

motomataru's campaign AI tweaks

Special thanks to Bogmir for the new katana draw animations, the kunai, the bamboo yari, and the arrows and quivers

Special thanks to Rosslington for the launcher pic

Special thanks to Rathmor for his placeholder ainu clothing textures. He also submitted many pieces of music

Special thanks to khamukkamu for several music submissions

Special thanks to Jacobhinds, unkowned, matmohair1, and others for ideas and support

Extra special thanks to Moetic Justice for his music submission

Testers
Several people tested 3.0 for bugs, but please give special thanks to:

everyone from the 'dp
Deathmaw
Yegg
Osric
Hanakoganei
Talinoth
Sengoku Sushi
son of hojo
Fujin
Shadow123
Fog
Jwagne51
Don Zekalone
SePL80
Yemeth

If I forgot anyone, and you notice, please remind me so I can give proper credit. I modifed almost everything I borrowed. Everything I modified and created is also available free to use in your own works, with no permission required (just credit me in a readme like this, and also the original creator if it was just a modification of mine and not an original creation).

Code
The module system code is included with this release. This is for people who know what they are doing -- I will direct most coding questions to the taleworlds modding forums, unless it's a question specific to the code of Gekokujo rather than coding in general.

Make whatever sub-mods you want using this code. The only thing I ask of you is to release whatever you make in the gekokujo thread (or subforum) in the taleworlds forums.