Mount & Blade: Warband

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Spak

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29 comments

  1. DUCATISLO
    DUCATISLO
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    where these skeletons at doe
  2. monkeysawu
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    Hi, I'm still kind of new to the modding of mount & blade WB. I see the comment further down that explains how to add the items to prophesy of pendor, but I don't see the "Item_kinds1" from spak. Am I missing something?

    EDIT: nevermind I got it. There is probably a betten and easir way, but here is exactly what I did:
    (Before you start, back up your PoP folder in case you mess up) First download and extract OSP Spak_Items. In the PoP module's folder open "item_kinds1.txt". Then in the Spak folder go to resources. I had to do each "item_kinds_--.txt" file one at a time-- for example: Open "item_kinds_armor.txt", then starting at first item line (" itm_2full_plate_armor Plate_Armor") copy and paste everything into the bottom of "item_kinds1.txt", making sure the spacing between the paste and the item above is correct (i.e. one line between). Go through and copy and paste all the "item_kinds_--.txt" text/item lines into "item_kinds1.txt", except "item_kinds_bows_arrows.txt", it was giving me an error for too many arrow variations, so I might try to fix that later. If you don't want to add all of the "item_kinds_--" (e.g. just the armor and weapons) just add which every kinds you want. If you don't use all the item kinds minus bows/arrows, here are the number of items from each kinds file: item_kinds_armor=58, item_kinds_mounts=32, item_kinds_shields=39, item_kinds_weapons=17. Go to the top of PoP's "item_kinds1.txt", add the number of items added to the 1540--Without the bow/arrows, I changed the number at the top from 1540 to 1686. Save and exit PoP's "item_kinds1.txt".

    From Spak's resource folder, add all the .brf files into the PoP resource folder except for "spak_bows_arrows.brf" and the "town and village houses replacer" folder--I will try to get them to work later.

    For the textures, I had to make a copy of Spak's Textures folder (just in case I screw up), search "bow" and delete all the textures for bows--again, I will try to get them to work later. Add all the textures from Spak's now-bow-less Textures folder to PoP's textures folder and accept any overwrites when prompted.

    In the main PoP folder, open "module.ini", go to the bottom of the file, add a blank line under the last line (for me it was "load_mod_resource = ACOK_carpets"). If you followed wha I did and didn't include the bows/arrows item_kinds and you added all the textures minus bows, then copy and paste this after the blank line:
    load_mod_resource = asmoday_tower
    load_mod_resource = skeleton_helmets
    load_mod_resource = skeletons_bandits
    load_mod_resource = spak_armor
    load_mod_resource = spak_house
    load_mod_resource = spak_mounts
    load_mod_resource = spak_objects
    load_mod_resource = spak_shields
    load_mod_resource = spak_trees
    load_mod_resource = spak_weapons
    load_mod_resource = watermill

    This is basically adding all the .brf file names from Spak's resources to "module.ini". Save and exit. It's still early but I haven't had any errors. If anyone knows an easier/better way of adding spak's osp to PoP, please let me know as all the old instructions and guides I found online are outdated.
    1. adiktuzjames
      adiktuzjames
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      hi did you fix the (error to many arrow variations?)
    2. eefcgn
      eefcgn
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      it doesnt work for me can u help
  3. adiktuzjames
    adiktuzjames
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    error :( runtime error huhuh help. when i add the mod :(
  4. markfamily
    markfamily
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    This pack is excellent I thank you for the effort and time you put into it.
    Question has anyone got the modsys entries for these, I have entered them all in my module items py and they work fine but most of the produced itemkind text files numbers do not match the itemkind provided by the mod.
  5. JhudielTheOne
    JhudielTheOne
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    Those Items Looks Like From Westeros From Game Of Thrones
  6. Wiktor928
    Wiktor928
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    The new update is awesome! Thank You for your work,the models are really great :D
    Also,would You happen to have the skins.txt with those skeletons models? Im trying to get their heads to work but when i load their head as skltface_a
    its colour changes to white :/
    1. Spak
      Spak
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      Hi! Link to skins.txt:
      https://www.dropbox.com/s/teclryjgbtc68jr/skins.txt?dl=0
      The names of the models are different:
      skeleton_head = sklt_head
      skeleton_bandit_body = sklt_body
      skeleton_calf_l = sklt_calf_l
      skeleton_ = sklt_
      Dargor. The man who made them alive
      https://forums.taleworlds.com/index.php?action=profile;u=68128
      http://rusmnb.ru/index.php?action=profile;u=1507
  7. purelwarnet
    purelwarnet
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    doesnt work for me,,, rgl error
    ERROR: get_object failed for texture: HookSword_spak
  8. Franz082011
    Franz082011
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    hey I really want to get the mod to work with Prophesy of Pendor, can you tell me how to do that?
    1. apk222
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      All you need to do, since he included an item_kinds1.txt, is post your the resource and texture files into PoP's module folder, then add the line "load_mod_resource = spak_meshes" into your module.ini and add the items from his item_kinds1.txt to PoP's item_kinds1.txt.

      The thing about his item_kinds1.txt is that he just posted his ENTIRE item_kinds1.txt into there, so you need to find up to where it says I believe "Sarranid Charger", because that's the last item on the native items. After you find that, delete that and everything above it and add everything from "Great_helm_new" to the end into PoP's item_kinds1.txt. You will also then need to update the item count at the top of PoP, and I think when everything is accounted for, this mod adds 103(?) items into the game. Don't quote me on that though. I'm not sure if he set the abundance of all the items to 100, so depending on that every shop you come across may or may not be flooded with the new items In this case, I suggest getting Morgh's editor so you can change the values, or you can directly change the values in the item_kinds1.txt but that takes significantly more effort.

      Sorry if this is a bit confusing, I tried to make it as simple as possible.
    2. udniweca
      udniweca
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      Thank you so much apk222, without you i'd have never make it !
    3. CLPCOBRA
      CLPCOBRA
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      It dosent work with folris mod pack
    4. miketheratguy
      miketheratguy
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      To add to what apk222 said, the last item in native item_kinds1.txt is "itm_warhorse_steppe Steppe_Charger". If you open that file in this item pack and look for that line, without the quotes, then every item listed underneath it should be new. Everything UP TO that line is identical to the items in the native file.
  9. messiaq1
    messiaq1
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    Thank you for the great work Keep going!

  10. MadGuarang
    MadGuarang
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    Hi! Man, thank you for doing such an intersting stuff, very climatic.
    I am going to use it for my vampire order in mod I am creating: http://www.moddb.com/mods/paradigm-worlds
    I Will give all needed credits of course. Thank again! Great Equipment!

    I just looked at brf - first - it is not my thing, but - maybe you should give some info that here are many more items than just on pictures!

    I thought you did few armours and you've created items for a whole new faction! Absolutely great! I love the Necronomicon book. Amazing!
    1. kadusantos
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      Man, were you able to add all the armor and find them in the game? Why all the equipamenos appear, but the four blacks of the first photo do not. Can you help me?
      If my English is so bad, sorry, I had to use the translator kkk