Mount & Blade

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bobirov

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About this mod

Bob's Fort Kit v0.5 This is a copy of the source and scene for building a player fort that I've been adding to my own small homebrew mod. I figured I'd release this so people could go ahead and make use of it. I have also included some pre-compiled .txt files as well for those who just want to play native with the ability to build a for

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Bob's Fort Kit v0.5

This is a copy of the source and scene for building a player fort that I've been adding to my own small homebrew mod. I figured I'd release this so people could go ahead and make use of it. I have also included some pre-compiled .txt files as well for those who just want to play native with the ability to build a fort.

What the kit does:
- Adds ability for player to build a fully functional fort (cdvader's example heavily modified by me)
- Building/destroying fort is accessed under the camp menu -> take an action -> manage fort
- Fort has a custom scene complete with guards/walkers/merchants/etc
- Guards in the fort scene will reflect the actual best ranged/melee troops currently garrisoned
- Some guards will patrol the walkways in the fort scene
- If you have some cavalry garrisoned, a mounted patrol of that type will circle the fort scene
- Use of passages to access the central tower (well you can just jump through the window too but I wanted to play with passages :P)
- Merchants can be accessed via scene or menu

Some Screenshots Of The Fort Scene:


Additional Info:
If you just want to install this mod by itself, go to your /Mount&Blade/Modules/ folder and make a copy of Native. Name the new folder "Bobs Fort". Then copy the contents of the archived "Bobs Fort" folder to your NEW renamed COPY of Native. Select Yes to overwrite files.

I don't recommend overwriting your actual Native mod files unless you've got them backed up and you know what you're doing. Also, since I cut these changes out of my own mod and I'm no veteran to M&B modding, the possibility exists I missed something and you could screw up your Native install if you overwrite them.

Mod authors and people looking to make use of the source code should already know what to do with the .py files. Just remember that you'll also need to copy the scn_fort.sco to your mod's SceneObj folder in addition to copying over all the source code changes. For copying the source code changes, I recommend using a program like WinMerge. Its open source and its great for comparing/merging changes between files.

If you choose to make use of any of this, I don't mind at all. Just a little mention of thanks or credit to bobirov or Rob Hand somewhere would be great.

Thanks to cdvader for his short code example of how to build an outpost that got me started on building this.

Some issues I'm aware of:
- The general merchant doesn't have goods or cash (at least to start, I haven't run a long test at all)
- Even if you only station one infantry/archer, all the guard slots will still be filled in the scene by that type
- Sometimes the inventory (baggage) doesn't get moved to the tower properly and will instead be near your spawn point
- Food stocks aren't set and are off the charts I think

Things I am thinking of adding:
- Your own private quarters with an accessible chest at the base of the central tower
- More cosmetic stuff like slaves chopping wood at the forest, peasants at the pond, archers practicing on the targets, infantry on the dummies
- Little random bandit attacks that can happen while visiting the scene
- Allow companions to join you in the scene and attack the bandit attacks for leveling up purposes early game
- Make the fort siegable
- Make attacks that happen near the fort actually occur in the fort scene
- Make the fort take time to build based on party's engineering skill
- Multiple levels of the fort (probably just 2, with the best upgrade being the current scene)
- Additional scene to be used during fort's construction
- Fix the problems listed above