Mount & Blade: Warband

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Stephan Dinavoa

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stevendinav

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8 comments

  1. Lokie7
    Lokie7
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    First, Thank You for these scenes, they look GREAT. Next, Thanks for the "How To" instructions. I really want these in game and I will try my best to follow your' instructions. Really a BIG help and I appreciate you taking the time to post it.
    I also wish there was a way to just "Drop and Overwrite", but hey, I'm happy that you made them available.
    Again, Great Work and Thank You .

    BTW,I will also take your' advise on the tutorials now that I have more time.
    1. stevendinav
      stevendinav
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      Your message is encouraging. Thank you Lokie7

      I also wish people could just drop and overwrite..

      I don't know which tutorial you are writing about.. Anyway, if you have some questions, post them and I'll try to help out

      And watch out for my next pack to be put online within 40 days
  2. stevendinav
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    A little update..:
     

    Few scenes AI meshed and more to come (Kerk fortress, Adajan castle, Kes Meleda, Durinion)
     
    One scene corrected (Ostrow)
     
    One scene moved to a castle_scene for practicality (Durinion)

     
  3. stevendinav
    stevendinav
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    I am very content that this was helpful for you so far.
     
    You may let me know of your progress.
     
    You are correct in your assumption that the question marks indicate an unknown/missing object.
     
    Implementing all objects may be unnecessary time-consuming; You may focus on implementing the most important props (like the fortifications), as for the small decorative objects, they are not prioritary, unless you are fond of details. Anyway, you can fill the missing gaps yourself, as editing scenes is not complicated, and fun.
     
    On the forums of taleworlds it is possible to find all the necessary tutorials for any type of modding operation, as well as for scening.
     
    Unfortunately, not only I would not know how to make such a video, arrange it, but above all, I would not be able to put it online due to my very low internet connection, which cuts off if I do a demanding task (like uploading for instance). I am sure you will be able to find the tutorials that are nedded for you. If not, please get back here with a precise question, and I will attempt to clarify.
     
    I forgot to write about the textures previously. I find it quite important to use a different stone wall texture for each fortification, for enhancement & realism sakes. Thusly, I strongly suggest finding as many different medieval stone wall textures that you may find on the internet, converting them into DDS format, and replacing native "stone_wall_" and "wall" textures. This takes just a minute every time.
     
    Cheers
  4. stevendinav
    stevendinav
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    Hi Hudyman
     
    This is a sort of pack or kit, if you will, rather than a mod. It is principally made for modders, but anyone can use for their vanilla game.
     
    Depending on what exactly you wish to implement, it may be more or less complicated. If for instance you just want to "play" a specific scene, then you would need to take this scene's .sco file, for example "scn_castle_28_exterior.sco"  and then put it in the <SceneObj> folder, which will result in a replacement of the native/original .sco of the same scene. Then simply go to the corresponding scene's casle. For each scene there is an indication of its location or scene.
    For example if you wish to implement the scene "Large fortress Dekriam" then take the file scn_castle_16_exterior.sco that is inside the folder, put it in <SceneObj> of your game, then go the scene "Almerra."
     
    It gets a little bit more complicated if you wish to enjoy the scenes exactly as they are shown on the screenshots, because many new objects/props are used in their fabrication.
     
    You'd need to implement the many new scenes props which were edited, and these are all shared with the pack. Additionally, you'd need to download a few OSP's that are available from this website. The used OSP's are indicated in the file "List of the non-native props used in pack 1 & in pack 2"
     
    To implement resources (which contain the scene props), you would need to take the files from the folder "inside used decorative props" and then put them in the folder "Resource" of your game. And for each of the resource, you would have to copy its name into the module file. Open the modul.ini file, then at the near end add new lines starting with <load_mod_resource = __and here write the name of the resource___>  resulting in:
     
    load_mod_resource: editor_rhodok_retex
    load_mod_resource: editor_platform
    load_mod_resource: editor_timber_props
    etc etc
     
    Again, this should be at the near end of the file, not at the very end, thus somewhere right before <works_with_version_min  = 1000>.
     
    Please don't hesitate to ask again if you don't manage to go through this. I perhaps didn't explain clearly, and maybe you never implemented a mod before, thus, it may seem confusing.
     
    The next step is to open these resource files with OpenBrf. If you don't possess this application, I invite you to download it on the internet. It will allow you to see which props/objects are used.
    Once you can display that, you'd have to copy each of the prop's mesh names into the text file <scene_props> of your game.
    For example, if you open the resource <editor_supply_horses> with OpenBrf, sseveral meshes will be displayed. You would not have to copy the meshes bearing the indications .1 or .2 etc, or .lod1 or .lod2 etc
    So, to continue with this example, copy the mesh name of the first object "supply_horse_aa" then go into <scene_props>, at the end of this file create a new line just similar to those before, to end up with:
    spr_supply_horse_aa 0 0 supply_horse_aa 0 0
    spr_supply_horse_ab 0 0 supply_horse_ab 0 0
    etc etc  (making sure they are spaced accordingly, just like the lines before)
    It is a long process, and you must count the number of objects & lines that you added, coz you'd need to add this value at the top of the file <scene_props> like this:
    top of the file prio to modifications:
    scene_propsfile version 1
     800
     
    top of the file after 110 objects/lines were added:
     910
     
    You will notice that some resource files have not only meshes but also "collision", for example the resource "editor_stone_square", in order to implement it accordingly (not just the mesh, but also the collision), you have to add the name of the collision into the line that goes into <scene_props>, like this:
    spr_stone_square 0 0 stone_square bo_stone_square 0          (notice that it is usually the same name of the mesh, but preceeded by BO_, and it gives in stead of the before-last "0" in the line
     
    There is a specific way to implement these objects so that they appear exactly as in the scene, no matter in which order they are put inside the text file <scene_props>. Some modders know how to do it, I unfortunately don't. I hope somebody will help us with this..
     
    If you do not wish to go through the burden of implementing, then simply find a mod that includes some of these scenes. I don't know which, but you may ask at these two original threads if there are currently any mods including them:
    http://forums.taleworlds.com/index.php?topic=289804.0
    http://forums.taleworlds.com/index.php?topic=306696.0
     
     
     
     
    1. hudyman
      hudyman
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      I really can't thank you enough for the above post, it was incredibly helpful. I've done the first steps of your instructions and replaced the base scene files with the ones in the native and it worked perfectly. However i've noticed that there are several Question Marks around the place which im sure is indicating the lack of custom items.

      I'm about to do the next steps in your instruction, (i'm downloading OpenBrF right now) so ill let you know how it goes

      Also, just as a suggestion, would it be possible just to do a short video tutorial on it? just so we could see it in visual form?.
      I completely understand if you can't but its just a possibility,
  5. hudyman
    hudyman
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    I'm completely new to Mount & Blade and i have absolutely no idea how to install this mod.
    It looks freaking amazing so could someone please help me?
  6. Stavroguin
    Stavroguin
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    That looks amazing! I wish this were integrated into 1257AD