Mount & Blade: Warband

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Stephan Dinavoa

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stevendinav

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This pack contains 30 new decorative castle-fortresses, and 3 variations of castle-fortresses from the pack 1.

"Decorative" because more focus was put on aesthetic and realism than game-play practicality.

Unlike pack 1, this pack has most castle-fortresses built on castle_scenes in stead of random_scenes. I experienced various bugs in my attempt to transfer the castle-fortresses from random scenes onto castle_scenes, for this reason three of them were transfered onto village scenes, another one onto a town scene, and six were transfered on three same castle_scenes: Almerra & Ibdeles & Ergellon.

About the scenes built on random_scenes, a screenshot of the location on the map is included in the folder of the scene. For each location, there are three different scenes appearing, so it will be one of the three. To get to any location on the map you can use the cheat mode and then CTRL + click on the wanted position. And in order to edit random grounds the cheat option "Walk around" is necessary, as well as the edit mode turned on.
For many of the scenes a flora_kinds text file is shared for the purpose of generating the appropriate vegetation for the specific location.

The AI mesh was not built for most of the scenes yet. To be updated.

The many edited native props used for the making of these scenes are shared with this pack. The non-native props are not included.

Regarding the textures seen on screenshots, I use what I can find on internet for free, as well as native stuff, or from mods available on this website, and they are often slightly modified.
No non-native texture is included in this pack.

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List of scenes:
��������������
Fortified manor house Pertegan������������������������[castle_scene - Almerra]
Fortified merchant outpost Mavarta��������������������[village_scene - Ehlerdah]
Fortress Ostrow���������������������������������������[castle_scene - Ibdeles]
Fortress Doriek���������������������������������������[castle_scene - Knudarr]
Kerk fortress�����������������������������������������[castle_scene - Ergellon] {meshed}
Fortress Odri Lonsen����������������������������������[castle_scene - Jelbegi]
Fortress Atala rockhold�������������������������������[castle_scene - Senuzgda]
Fortress Mela Adwa -> Fortress Kes Meleda�����������[castle_scene - Weyyah] {meshed}
Large Dekriam fortress��������������������������������[castle_scene - Almerra]
Large Enmerad fortress��������������������������������[town_scene - Durquba]
Zendielet, fortified village with donjon��������������[village_scene - Nomar]
Small castle Ora Deton��������������������������������[castle_scene - Maras]
Small castle Arandielet�������������������������������[village_scene - Tadsamesh]
Saint Emeri�������������������������������������������[castle_scene - Vyincourd]
Large Adajan castle�����������������������������������[castle_scene - Ergellon] {meshed}
Large castle Gorya������������������������������������[castle_scene - Kelredan]
Great castle Watvil�����������������������������������[castle_scene - Ibdeles]
Great Sanastine castle��������������������������������[castle_scene - Alburq] {meshed}
Princess Welda castle���������������������������������[castle_scene - Derchios]
Steglas castle����������������������������������������[castle_scene - Haringoth]
Merinel castle����������������������������������������[castle_scene - Uhhun]
Castle Kes Deneven
Castle Hadrow
Castle Heruldal
Drowin castle
Large castle Himiz
Large castle Reldi
Great castle Tumark
Wooden castle Pirok
War house Rakal


Evolution of scenes with scenes from pack 1:
�������������������������������������������
�Large fortress Vanda -> Citadel Vanda, from pack 1
�Fortress Veldarq without courtyard -> Great fortress Veldarq -> Great fortress Veldarq with barbicans -> Great fortress Veldarq enlarged, from pack 1
�Early great fortress Durinion -> Great fortress Durinion, from pack 1 [castle_scene - Vyincourd] {meshed}

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In order to enjoy the complete set of scenes, I invite you to download the pack I <<100 new Calrade castles & fortresses>> from nexusmods

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Link to the thread that includes Al Mansur's fortification kits, some of which are used in this scene pack:
http://forums.taleworlds.com/index.php/topic,193272.0.html

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For village scenes, you can:

1. Increase the maximum of attacking soldiers so that the village defenders agree to fight you. It is mendatory to do this if you want to enjoy these scenes with over 25 units attacking.

Go to the file , get to the line , and replace the value 25 (search for "25") with the desired higher value.


2. Create special spawn points for ranged units for the defending villagers.

The change is to be made in the file at the section . If you don't know how to do this, see below section for a small demonstration.

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About the scenes that are not located on castle_scenes but on random_scenes

If you are willing to play on these same locations, you will still be abble to enjoy special spawn points for ranged units. To include spawn points for a random map you will need to edit the following file "mission_templates."

Back up the unmodified file, then go at the line "mst_lead_charge."
Under it you will see lines of numbers, such as the example below:
4 1 4160 0 16 12 0
0 4160 0 16 0 0
4 8320 0 16 12 0
4 8320 0 16 0 0

To make a siege-like scene look interesting on a random scene, you may want to have for example 10 spawn points for each side, with an extra 10 spawn points to the defending side, solely for ranged units.
In this setting, I propose that 1 ranged unit spawns on each ranged-unit spawn point, 5 units spawn on each of the 10 defending side spawn, and 10 units spawn on each of the 10 attacking side spawns (I think that attackers should be at least twice more numerous when attempting a siege, that's why). So if you set your battlesize on 30 (minimum in the menu), you will have 100 attackers, and 60 defenders.
Spawns for attackers are: 11 to 20
Spawns for defenders are: 1 to 10
Spawns for ranged-units defenders are: 21 to 30
Lines for this setting is in the following block, which you can copy-paste over the four original lines that I put above:

32 1 4160 0 16 5 0
0 4160 0 1 0 0
11 8320 0 16 10 0
11 8320 0 16 0 0
2 4160 0 16 5 0
3 4160 0 16 5 0
4 4160 0 16 5 0
5 4160 0 16 5 0
6 4160 0 16 5 0
7 4160 0 16 5 0
8 4160 0 16 5 0
9 4160 0 16 5 0
10 4160 0 16 5 0
12 8320 0 16 10 0
13 8320 0 16 10 0
14 8320 0 16 10 0
15 8320 0 16 10 0
16 8320 0 16 10 0
17 8320 0 16 10 0
18 8320 0 16 10 0
19 8320 0 16 10 0
20 8320 0 16 10 0
21 135232 0 16 1 0
22 135232 0 16 1 0
23 135232 0 16 1 0
24 135232 0 16 1 0
25 135232 0 16 1 0
26 135232 0 16 1 0
27 135232 0 16 1 0
28 135232 0 16 1 0
29 135232 0 16 1 0
30 135232 0 16 1 0

You will certainly prefer to customize the spawn points, so I will help you understand what you need to know to make your own personalized spawn points setting, just in case you are not familiar with it.

The first number, 32, is the number of lines in the block. Change this value according to the number of lines you end up having when you finish dealing with spawn values.
The lines bearing the code 4160 are those lines that will spawn defending units.
The lines bearing the code 8320 are those lines that will spawn attacking units.
The lines bearing the code 135232 are those lines that will spawn ranged units on the defending side.
The last value just before the 0 at the end of each line is the number of units that the spawn will generate. If you set your battlesize on 30, the value "1" will spawn 1 unit. Rising the battlesize will of course rise the number of spawned units.
If you have the module, I am sure that you will be abble to further understand how to deal with this. My understanding of it is limited, and yet I enjoy very much what I can do with it. Gameplay can be made enormously more interesting by playing with these values. If you find out how to include ranged-units spawn points for the attacker's side, I sure would love to know it. This would be useful if siege equipement is used in a scene, where attackers would also need special shooting spawn-points, like on the top of a siege tower, or simply behind siege walls, whilst non-ranged units go to the walls..