Mount & Blade: Warband

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High_priest_of_Ru

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31 comments

  1. Malikbluntblade
    Malikbluntblade
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    It doesn't work. when I try to download it, I get a lot of error messages then it closes.
  2. Seltsamuel
    Seltsamuel
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    Hi there. Is it normal that the starter skeletons you summon start boxing you in, always look at you, even when approaching an enemy and cant be commanded to charge? Or am I doing something wrong?

    I just downloaded the mod and fired it up, picked a necromancer start and my summons do not seem to care for my commands.

    Another thing. I just joined a big fight (250+ "regular patrol" vs rebels) and got multiple thousand of gold worth of loot. Is that intentional?
    1. thelordm7
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      got that too. the think the mod still needs a lot of work but it has great potential
  3. Drynwyn
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    The magic system is lovely, but does anyone know how to actually use potions (for things other than rituals)? I can't find any way. Is their only purpose ritual components?
  4. 123end42
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    hry guy how do u play this mod i installed it in vortext and i cant play help
  5. Tangmo
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    Love the new update. Endorsed!

    Any chance of adding some female lords to a faction or creating a join able faction filled with female lords? This whole game is a real sausage fest with just men everywhere and no female wizards. I'd rather have a wife that's actually useful than the default native ones.

    And there's a bug where the player character is listed as being the son in law of all the newly added characters. I suspect you set their marriage status or relationship status to be 0 rather than -1. 0 is the ID of the player.
    1. HighPriestOfRu
      HighPriestOfRu
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      Thanks)

      Archmages of the Sabbath are female, but you're right, i''l think about making some joinable magic academies members female:)

      What about the son-in-law bug - yes, i have seen this. Just have no idea how to fix, because characters were just moved from 1.011 version, where there were no family at all. They have no mentions in family script and so on. But i will look at this again)
    2. Tangmo
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      Alright, great to hear.

      There's a bug with village looting. The game will tell you that you successfully looted a village but then you'll need to click to loot again otherwise you won't get loot.

      Also, I'd like to suggest that you create more ransom brokers, travelers and bards. New companions are optional but welcome.

      In mods like yours that add a bunch of new towns, an issue that comes up is that there's very few of these NPCs around and they rotate between any possible town in the game.

      So it makes finding someone to sell prisoners to REALLY hard. Or even locating a claimant, since you can't find a traveler easily.

      Could there also be a dedicated magic shop? Perhaps an NPC who sells only magical gear? It's very time consuming searching for high level magical weapons given the fact that the shop lists are so random. Many of the slots are taken up by mundane weaponry too.

      It's rare that you'll actually see any of the level 10 magical items and if you do, it's probably for a spell school you don't specialize in.
    3. Tangmo
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      Also, do the inquisitors consider the magical skills that used to be power strike, iron flesh and athletics to be magical?

      Because if I make a non magical character, they might classify me as a magical master even though I don't use these to cast spells, just fight better.
    4. Tangmo
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      Also, I found that the final energy manipulation skill is bugged. The one that's supposed to summon a blade of some kind just summons more of those prana warriors.

      The Prana guys also always stick really close to the player. Maybe they should spawn a good 5 or 6 steps away? I've noticed that dancing blades and axes that spawn that far away don't get stuck to you. Your tips of ordering them to stand in position and then charge work fine even still.
    5. Tangmo
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      Oh, and another village looting bug. If you're raiding a village and you decide to walk away from the village, no matter how far you get, any fight you start will take place in the village scene.
    6. HighPriestOfRu
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      Huh, i'm checking this not too often, sadly) Thanks for all these reports.

      Bugs with village raiding looks like engine one, connected with timing. The same things of this kind are bugs with placing fighting parties closer then it should be. To avoid freezes on weak pc due to lots of triggers, including hardcoded ones, i slowed down the time and some checks and hastened parties' movement. It gave a large boost of performance, but several annoying bugs too. Disharmony of hardcoded checks connected with timeline looks better than instant freezes.

      I will add more NPC in taverns in next update, thx for advice :)

      Yes, Inquisition consider every skill marked in Character sheet like magic as magic one. It was problem with mixed IDs of skills in devs' module system , and before i solved it i used to put magic into trivial skills. Now it is impossible to make trivial and magic skills to be completely different due to hardcoded limit of skills.

      Are you sure about Oblation Blade? I really can summon it:) And there is really no way to summon more prana guys instead of blade - i mean, there are different scripts and buttons.

      I will try to make magic store also)
  6. epicfromepicgames
    epicfromepicgames
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    i can only cast z and i have max in all stats (cheating)
  7. metalmanindian
    metalmanindian
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    DUDE! This mod is fantastic!
    Im really enjoying it. I found that joining fights with Swadia against the pirates is a good way to acquire loot and then trade for stronger items early on in the game. I dont know if you intended it to be that way or not but Im taking advantage of it. I did edit the opening message and some other dialogue strings to make them more immersive. If you would like any assistance with that, after translation, I would be glad to help. Keep up the good work!
    1. HighPriestOfRu
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      That's really inspiring. mate)
  8. Z0R0ARK
    Z0R0ARK
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    Thank You! Ive always wanted a dedicated magic mod for Mount. Great Work!
    1. HighPriestOfRu
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      Thank you)
  9. Tangmo
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    You wanted to make it so people value high level troops but limiting surgery to 1 point really just makes it so that the best playstyle is to spam units who generate other troops and ranged casters. It limits the player because any other play style means lots and lots of dead units given their abysmal survival rate. Maybe this is intended? I question why the Native factions have such nice, beefed up armies, then. Is the AI meant to use these and the player is just supposed to cherry pick the best magic casters in the world?

    Infantry are TERRIBLE because they're constantly in the thick of fights and WILL die regardless of what you do. Meanwhile, you can get a bunch of axe/sword/skeleton summoners and then spam your way to victory.

    Infantry are especially bad because they'll charge right into enemy formations of rage magic spam or just get blown up by wild magic. Highly armored troops can survive that, but these infantry tend to die like horseflies so you're mostly going to be using rescued prisoners as attack troops anyways. And if you have such a low party cap, even with leadership and all of the enemies have vastly inflated numbers, with most lords and patrols having nearly or over 200 people in them, why wouldn't you just fill your party up entirely with magic users?

    Except in sieges. This mod didn't fix any of natives problems with sieges being terrible, so a spam army will just get picked apart and take literally hours to resolve with summoning. The units will slowly advance up the ramp, pushing you off again and again. Even on 1/4'th damage you'll get huge chunks taken out of your health by archers, who rightfully had their bows buffed but boy does it make sieges terrible.

    So just for sieges, the strategy is to use a bunch of powerful "nuker" mages to blow up the bad guys so you can just walk right in.

    But the most frustrating thing in your mod has to be the "rage" status. It basically just forces you to reload a save if it hits you.

    For example, you siege a Khergit town and then in the first 5 seconds get hit by the rage effect on your player character. Now all your allies hate you, your summoned minions will attempt to kill your allies and you can't even finish the battle until you've killed every last one of YOUR men. And given how low surgery is, that's a death sentence for your army.

    So 1 enemy troop can make you reset every time. It's not so bad in field battles because you can run away with your horse, kill all of the enemies by yourself and then leave the fight, where you'll win automatically.

    However, exiting a siege like in the above example would just cause you to take casualties, get wounded for HP and then lose morale AND then you have to rebuild your siege equipment.

    It's really just a native game issue of siege combat sucking really badly, but man do all the mages, infinitely summonable minions and literally rage inducing magic casters show off how much of a struggle this is. This mod would really benefit from having a second ladder or two to get inside the place. As it stands I'm thinking that becoming a marshal and then auto calculating sieges with a large number of lords might be the best solution.

    Well, that, or cultivating a large number of arcane casters and then rushing the castles. That's an option once you get your first fief. You can stockpile the specific kind of troops you want and then bring the right "tool" to the job, so to speak.

    I wouldn't even care about rage if it wore off overtime. Or at the very least if the player was immune to it.

    Other than that, I generally have no complaints about your mod. It would be nice to have auto loot and diplomacy, since Native sucks even when you add magic to it, but it's still good and worth playing.
    1. Tangmo
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      Essentially you want to treat your men as disposable. This mod just has a different playing style from the others. It's the reason the author hands out so much money.

      So I can hire a ton of portal boys and upgrade them after a few fights, but if half of them die then I didn't really spend too much to bring them all in.

      I have an army that wins basically every fight I get into and my infantry just speeds up all the killing. I usually have to personally hunt down and kill enemy summon mages and rage spammers myself though. I've yet to try a party entirely compromised of rage spammers or vampires but it would be fun to see how it goes.

      I just wish we could at least talk to the village elder/guild leader from the town menu without having met them. Setting up all these enterprises is a real pain.

      And I'll also note that the player faction is at a disadvantage because if you take over some territory, it seems your properties don't auto spawn those 200+ groups of patrols but your areas will still spawn rebels and slave traffickers. Maybe we could get a little love for people who run their own kingdoms?
    2. HighPriestOfRu
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      Well, you are right, man. I mean, not about magic, this is concept of the MOD - trivial people are just cogs in the mechanism of magical warfare, but about kingdom of the player.

      Magic is really different. Fighting versus Mental magicians is really hard, you should use proper strategies like hunting them down or using two waves of cavalry at the battlefield. They are dangerous mostly at fixed distance (60+/-10 steps, if my memory serves me right), as melee Mental magic is very weak.

      Also, when i am fighting Khergits or mental academy, i am suing Portal wizards to teleport inside castles. High mages of Portals have wonderful AoE teleport.

      Using only summoners' magic school is unwise. Everything, which is summoning by mage bellow High mage's rank, is weak meat. Experienced infantry is a very valuable source, which should not be thrown at pointless attack versus wizards with good melee magic. We have a SQUARE of army branches instead TRIANGLE - mages beat infantry, which (in a ranks) beats cavalry, which beats archers, which beat mages. Or something like that.

      For player's kingdom - my deepest apologizes. Version 1.0.1 will be devoted to tweaking the way player manages his own kingdom. At least, patrols and courties' parties, build through camp menu, are guarantee)
  10. Artiom1990
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    I have noticed that when I pulled out my staff my walking speed goes down and even if I switch weapons after I still walk like a turtle, is there something I'm supposed to press to speed up?
    EDIT: NVM just needed to take a closer look at the staff description
    EDIT AGAIN!: ok nvm the decreased movement is suppose to affect my enemies and not me. So once again my original question is back
    1. HighPriestOfRu
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      Some staffs (holy, summoners' etc) applies speed debuff. You got messages at the start of each battle, this effect is called Concentration. To dissipate it. you can use illusion staff buff or buy at the shop Sigil of Concentration. Unwield staff,. wield Sigil, and it will release spell, which returns your movement to normal.