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The Aziz Hermits

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Gorvexon

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78 comments

  1. Ldsantana
    Ldsantana
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    Hello! 

    Would it be okay to include this mod in an update for Pendor Rearmed? I'll link the mod and give credits to the people responsible for bring it to life.

    Pendor Rearmed
  2. H0ZA
    H0ZA
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    Hello, I’m a Korean gamer enjoying Prophesy of Pendor.
    Since there isn’t much information available in the Korean community, I’m reaching out to our friendly friends across the sea for help.
    I’m currently using The Complete Arsenal of Al-Aziz mod, which was recommended by the Korean community.
    As far as I know, this mod adds additional Rune weapons and improves AI behavior.
    However, I’m experiencing two issues:
    1. During battles, I get the following script error message:
    SCRIPT ERROR ON OPCODE 1570: Invalid Item Kind ID: 1651; LINE NO: 22: 
    At script: prepare_dummy_and_wardrobe_for_upgrade. At script: prepare_dummy_and_wardrobe_for_upgrade. 
    SCRIPT ERROR ON OPCODE 1570: Invalid Item Kind ID: 1652; LINE NO: 22:
    I found this error in the rgl_log.txt file.
    2. At the start of every battle, all troops receive an automatic command to mount their horses.
    This causes my custom knightly order archers to become restless whenever there are unmounted horses roaming around.
    To fix this, I always have to press F2 and issue the Dismount command manually so they can take their proper positions.
    How can I fix these issues?
    Since my English isn’t very fluent, I used GPT for translation.
    Looking forward to your kind responses!
    Wishing you all a warm and pleasant spring. 😊
  3. dragonslayer769
    dragonslayer769
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    so do i need use the saxondragon moddb link or would the nexus download work?
  4. Torvich
    Torvich
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    • 1 kudos
    So if I don't want to start a new game is anything going to break with the armour for the Noldor Lords?

    Can I just put in the weapons alone?
  5. BluLaz
    BluLaz
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    • 4 kudos
    Minor issue, but it seems Bastard Sword are using the hip sheath/holster, instead of the one on the back like with other Bastard and One-Handed/Two-Handed hybrids. Do you have any suggestion on how to change it to the back? Gameplay wise it doesn't affect anything, but personally I think the latter is cooler and I want to do it for style points.
    1. DeadNO
      DeadNO
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      You can do it yourself, it's easy. Just open Mogh's Editor, open item editor and untick carry_sword_left_hip and tick carry_sword_back for all the Rune_Bastard_Sword. Make sure to click update item for every changes, and finally save changes before closing. Hope that helps
  6. DeadNO
    DeadNO
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    Hey thanks for the mod! I just have one question, which is after adding this mod to my game mid-playthrough, I noticed that Aeldarian's armor is invisible and after asking him for his armor, the armor's inventory icon and mesh is missing although it is in my inventory and I can equip it. But whenever I click the item, error will popup saying 'Unable to find mesh rune_armor_bl"

    I haven't try to replicate the same error with new playthrough. So I was wondering if this is a issue for adding it mid game, if yes then how do I fix it?

    Edit: Seems like I found the problem. "load_mod_resource = RuneWeapons&Armor" was missing from module.ini, which might have happened because I was tweaking the file and removed it accidentally lol.
  7. hihi257
    hihi257
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    Hey I'm not very good at modding. I downloaded it on vortex and it's not doing anything in my game. My save file was origionally from steam workshop. Is there anything I can do about it?
    1. Gorvexon
      Gorvexon
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      • 1 kudos
      I don't recommend managing Mount & Blade mods automatically (which includes Vortex and Steam Workshop). Install them manually instead, the modular file system is easy to manage (. For the reasons, see my reply to the previous user's post.

      Long story short, it's a total mess between savegame file folders and modules when it comes to allowing Vortex or Steam Workshop to do their thing. I'm afraid I can't help you if you don't know which mod and version you actually applied the addon to and which you launched. You have to sort things out yourself, as the addon itself is savegame-compatible and the changes apply imminently. I tested it many times and know it with 100% certainty.

      It's also possible that you have multiple mod versions installed without you knowing (another reason why you should do things manually as then you'll know what have you installed and where it is exactly). At that point you could've applied the addon to the wrong mod or version.
  8. nHNitro
    nHNitro
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    I need help unfortunately...After going to 48700, I see no POP 3.9.5...I just see more numbers. I've added the files to one of those numbered files which seemed to be my POP, but nothing has changed my Al-Aziz mines :( Please help.

    Nevermind, all is good...I messed around with all the files, and eventually found the "genuine and currently being used file" Been playing this mod for years and years and years, so it seemed that all my old filed piled up, and Steam never deleted them :)
    1. Gorvexon
      Gorvexon
      • member
      • 1 kudos
      A general rule of thumb, avoid Steam Workshop when it comes to M&B Warband mods. Install them manually from Moddb or Nexus. The reason is, patches are usually not save-game compatible (i.e. backwards compatible). And unfortunately, Steam updates mods without a prompt or warning whenever a new version gets published. Which can totally mess up your playthrough if it's a major patch, rendering your savegame unloadable, or full of bugs and weird stuff. And any minor update will also make all your modding efforts void, as the files get overwritten. Also, finding the right folder in Steam Workshop is a mess with such random numbers instead of names.
  9. Dantelian12
    Dantelian12
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    • 1 kudos
    Do you have plan to add helmets, gloves, and boots to the set?
    1. Gorvexon
      Gorvexon
      • member
      • 1 kudos
      Hello. No, I do not have such plans. In fact I'm burned out in terms of interest.
  10. Jueg
    Jueg
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    • 1 kudos
    A cool little caveat for throwable rune weapons would be if they respawned after being thrown. Is this possible?
    1. Gorvexon
      Gorvexon
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      A slow ammo recovery rate sounds reasonable. However I'd rather make it a separate trigger in form of a tweak so that people can apply it to their weapon(s) of choice. But I'm unsure about how to do the coding.
    2. TheCobalt
      TheCobalt
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      During sieges, I noticed that the defender regain their ammo back after some time. Maybe you could take the code from there? and also, while looking through the new throwing weapons that you added, I noticed that it is missing the throwing axes. Perhaps you could add them by reusing the 1H rune axe model or the 2H one that you've created and shrink their size a bit and make them throwable.
    3. Gorvexon
      Gorvexon
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      • 1 kudos
      Hi! Sorry for the very late reply! That's exactly what I was thinking of, reusing the trigger from siege defense, to replenish ammo for specific throwing weapons.

      Although I addded the addition of throwing axes as a reminder note, I'm afraid the work with items is finished. The people doing the items have other priorities and things to worry about currently. I didn't feel like there's a need for rune throwing axes because Asp Throwing Axes exist. But then again, the same could be said for all legendary weapons, so I guess this is not a justified reasoning. We shall see.