Mount & Blade: Warband

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bOuYAkhlO

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bOuYA k hlO

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About this mod

A mod that enhance native's way of playing.

Permissions and credits
Changelogs
Installation instructions :
  • Download the mod
  • Extract it
  • Put the folder named Nativepp into your mount and blades' module directory
  • If you don't know what the other folder is for you can erase it
  • Start the game -> :-D
Short descriptionA mod for m&b warband that enhance the original game without completely changing the way it was before. Long description
There is a long list of changes that could (or not) be posted here, but I will go with the biggest changes, since I can't remind of everything I've done.
First of all, all troops and items have been changed to bring balance to each faction, and to add more diversity to the game. Each unit will have its strength and its weaknesses, and no unit will be made useless because of another one being too powerful (ie. original swadian infantry tree being useless because of overpowered cavalry and underpowered lesser tiers).

Rebalanced factions :

Swadia :
Swadian troops are told to have the best cavalry, and they do, their nobles have access early to armored horses, and their non-nobles cavalry are well equipped as well as trained to be the best.
They can use fast shooting, fast moving skirmishers to cover their slow heavy infantry when they march upon the dead bodies of their foes.
The Swadian army is an overall strong faction, able to hold its ground firmly, and to strike into the enemy lines with ease. They fare well in siege defense, as the walls allows their infantry to stand face to the enemy, without the need to move much, and their skirmishers release volleys of bolts and arrows on the attackers.
They might have problems with siege offense, as their units, being resistant, don't deal enough damage to break through the walls.

Vaegirs :
Vaegir warriors have to face hard climate in their homeland, some say it makes them stronger. No matter if it's true, their archers are trained to hit hard, and to hit fast, as the wild animals will not let them the chance to shot again if missed. That makes their archers feared though all Calradia. The Vaegir Kingdom, being in between the Nord and the Khergit territory, has learned from it's two main enemies, so they have learned how to properly use two handed axes, to be able to crush the enemy shield-wall, aswell as mounting horses in the best way possible, to crush the opposition quickly.
Their infantry is equipped with weapons that doesn't always allow the use of a shield, that makes them vulnerable against ranged fire. The archers, being hard hitters, are not well protected, leather at best, so they need the help of other units to keep them alive, else, their incredible ranged power will be left to nothing.
The nobles are mounted units. They might not be as strong as their Swadian counterpart, but they have the advantage of being better when dismounted, as well as being equipped with ranged weapons to harass the enemy cavalry.
The Vaegirs troops are good at siege, defense or offense, their infantry use their two handed axes to destroy the shields of the poor victims, before doing the same with their head.
During the defense their archers don't have to worry about being engaged in melee, and so they can shot arrow after arrow on the aggressor, until no one is left.

Khergits :
The Khergit tribesmen have learned how to mount a horse since a young age, that makes most of the soldiers mounted warriors. They are able to move quickly, and retreat as fast as they came, in case something goes wrong.
The Khergit soldiers will most of the time have a ranged weapon, be it a javelin, or a bow with some arrows, it give their cavalry the ability to kill the enemy from afar, or at least wound a few men before the final charge.
The horse archers present in the Khergit army, are deadly with a bow, and have the advantage of having a horse, giving them enough mobility to gallop away from danger while raining hell on the chaser.
The few infantry used in the Khergit armies are light soldiers, using a shild if they had enough money to pay for it, but most of them will prefer to spend what they had on a bow.
The Khergit cavalry is at a disadvantage during sieges, as they cannot use their horses. But it doesn't make them useless, the amount of ranged weapons used by the tribesmen, will rain projectiles on the poor souls.
During siege attacks though, once in close combat, the Khergit warriors will take a lot of casualty from the defender.
Khergit nobles are a heavy cavalry sometimes using bows, and they are deadly at using them.

Nords :
The Kingdom of the Nords has always been seen as a bunch of beast on the battlefield, and the nordic infantry is, in most people's eyes, the only infantry in Calradia crazy enough to charge with 1 to 4 odds, and being able to emerge victorious of such an unfair battle.
There is no need to say more about them, their noble warriors uses long axes perfect for breaking any formation of infantry, and allowing the shield-men to rush through the gap for an easy victory in their favor.
It is told that the Nordic warriors hate cowards, and so they use only a couple bowmen, and no cavalry.
But a legend like this is only to bring a glimmer of hope to the common folk of Calradia. It is known that the Nordic warriors have adapted, they use the strong long bow, a deadly weapon in the hands of someone skilled enough to use it. And sometimes they might use a few cavalry, just to distract the enemy, or to surround them.
The Nords are immensely powerful in siege, more in siege offense than defense. During the defense of one of their castle, they will use their longbow-men to tear the enemy at close range, where they will have little chances to miss while the rest will keep the few left alive away from the walls.
During a castle attack, the Nordic infantry will storm the walls like no one else, the only hope for the enemy is a good choke-point where the Nord warriors will not be able to get close enough.

Rhodoks :
The Rhodok people come from the mountains, their highlands, and they have mastered the way to stop a cavalry charge, using pikemen with crossbowmen behind.
The most of the infantry will be equipped with pole weapons, like pikes and spears, they are deadly against horsemen, and in formation, can even prove to be effective against other organized footmen.
The Rhodok people will claim to be equal, and all free, but that is not the case, there is still nobility existing, and they will not abandon their advantages for the poor peasant.
Most of them will be mounted, but as the highlands are not suited for horses, they make a poor use of it, some will say it's more for dignity and to feel superior. So they will not use shields suited for mounted fights, and so will most of the time have no protection against ranged fire if mounted.
To support them, the Rhodok will use mounted skirmishers, able to distract the enemy fire away from the nobles, and then switching to a lance when the nobles are engaged.
During sieges, you cannot do better than a Rhodok crossbowmen to defend what belongs to you, the long reloading of heavy crossbows used by the Rhodoks is balance by it's strong firepower. Able to pierce through the thickest of armors in a close range. While the spearmen combined with some swordsmen will slow down the enemy so they don't reach the archer positions.
During siege offense, they will have a harder time, as the spears are not of a good use in the small space walls have to offer, so they will have to rely on their nobles and they crossbowmen to make all the damage.

Sarranids :
The sand people, have been known for lighting fast raids on the enemy, where they will have no time to react. Indeed their infantry is trained to run as fast as possible, so they will use light armours to have more mobility, and light yet powerful axes and swords to engage their foes.
They have not the intention to use bows or crossbows, instead, they prefer using dedicated throwers, deadly at close range, and still able to fight properly when out of ammo.
The Sarranian cavalry is using fast steeds to strike fast, and hard. Some will also use throwing weapons, to weaken the enemy ranks.
The nobility of the Sarranids is composed of cavalry-men using two handed weapons and sometimes using light bows they are relatively lighter in protection compared to other faction's nobles.
During siege offences, the Sarranid fighters will show their skills, arriving quickly on top of the ladder, before the enemy ranged troops are able to deal a lot of damage, they will then start killing the defender one after the other with their weapons with an incredible efficiency. Once they have taken the walls, the throwers will start shooting at close range, destroying any reinforcements.
With siege defence, the lack of a proper ranged troop might seem a bad idea, but no, at first their throwers will have difficulties to hit, as long range throwing is hard to hit, but once the attacker gets on the ladder, and the distance is short enough, there will be no more of these pathetic infantry of them.

Mercenaries :
Mercenaries have now improved ranged tree, they have acces to archers, using short bows, and later long bows, or crossbows. However they are not as proficient with them as the Nords or the Rhodoks, and so, are less effective, but at least they can be useful for a commander in need of ranged troops quickly.
Mercenary horsemen have no lances, and only light/medium horses, so they do not have the power of factional cavalry.
Their infantry tree is longer than those of factions, except for the nordic one. It give them a unique troop with two handed weapons, and a good armor. This troop is useful for breaking enemy lines with ease, but it does not come with a shield very often, making it useless in a shield wall and very vulnerable to archer fire. Keep this troop to the lower tier of hired blade if you need of a decent shield bearer.
Some new mercenaries can be seen in taverns too, they are not part of the mercenary tree, and cannot always be upgraded, but have the advantage of bringing powerful units, often specialized in dealing with a certain situation, that the player can use for a price.

Bandits :
Bandits have all been remade, and each bandit can now be upgraded to a better version of it, sometimes to even change its role on the battlefield, it will make bandits a cheap way of having average fighters.

Special units :
Special units include special mercenaries, hire-able in taverns, a few hard to obtain troops (like caravan masters), the slaver tree, completely redone, so that they are stronger. Finally there is the women tree, they can be hard to get sometimes, but have the advantage of using ranged weapons, even if they are not considered archers, you can then add some firepower to your shield-wall.


Improved gameplay :
With the help of Pre-Battle Orders and Deployment (PBOD) and Diplomacy, the game will allow you to do more than you could before, improving battle tactics, and the general diplomacy between kingdoms, including the player one (you can refer to the link at the bottom of the page for more information on those mods).
But there is more than that.
Each lord has a 'rank' in the faction it belongs to, this rank allows him to be recognized as a prominent lord, or as a simple knight under the orders of the King. Each fief a lord has will increase this rank, up to a certain level, and with a higher rank, the lord will be able to buy better equipment, field more troops, and overall be better at doing things.
On the other hand, ranks will make lords dependent on fiefs they possess, that will make factions with few lands, unable to respond to the threat of a bigger faction, because it lacks the quality and number in their men.
Also, lords used to having a high rank, will be displeased if they lose their fief, as they will no longer be able to pay for their equipment, and for their troops.

Morale has also been changed, I was never happy with the men being happy when fighting, I'd think men would actually be displeased by fighting, considering they can die.
So now, soldiers will have the opposite behavior, the longer you stay without a fight, the more morale your troops will have.

The mod is compatible with other mods improving the aesthetic of mount and blade warband, I recommend using one as the native's visuals are slightly unappealing.

You can use the source code of my mod, you can use parts of it in your mod, start your mod with it, do whatever you want with it and I will not ask for credits (even if it would be nice from you). But you have to mention the authors of Diplomacy and PBOD with a link to the thread 'About Diplomacy' (link is in my credits just below) and mention the creator of the banners if you want to use them.
If you want to know what something mean, or how I did something please post a comment, but don't ask me to teach you how to mod, there is a lot of tutorials on the Internet for this.

Credits :
For Diplomacy : Waihti, Mjöllnir, Akmar Nibelung, Malakay, ultracemre, Dravic, hessuu, fisheye, rubik, jrider
http://forums.taleworlds.com/index.php/topic,116424.0.html

For PBOD : Caba`drin, Janus, motomataru, The Mercenary, rubik, sphere, dunde, MadVader, StinkyMcGirk, BrustwarzenLenny, xenoargh
http://forums.taleworlds.com/index.php/topic,142816.0.html

For the banner pack : chukcha
http://www.mbrepository.com/file.php?id=1959

I'd like to thank everyone who download it and those who help me in fixing bugs ;-)

You can mail me at [email protected] or post a comment to make suggestions and/or ask questions


Last changes :
1.42 :
- Added the option to toggle between modded morale system and native's
1.41 :
- Fixed recruiter on small factions
- Modified freerider's light cavalry tree to a light lancer tree
- Fixed hold over there and follow orders when division in formation