Mount & Blade: Warband

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The Aziz Hermits

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Gorvexon

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76 comments

  1. dragonslayer769
    dragonslayer769
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    so do i need use the saxondragon moddb link or would the nexus download work?
  2. Torvich
    Torvich
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    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?
  3. BluLaz
    BluLaz
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    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
  4. 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.
  5. 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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      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.
  6. 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
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      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.
  7. Dantelian12
    Dantelian12
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    Do you have plan to add helmets, gloves, and boots to the set?
    1. Gorvexon
      Gorvexon
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      Hello. No, I do not have such plans. In fact I'm burned out in terms of interest.
  8. Jueg
    Jueg
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    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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      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.
  9. surg23
    surg23
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    • 6 kudos
    A fantastical addition to an already outstanding mod. Thanks very much for putting this together and a massive thank you to all contributors. Holding out on these items until I find a way to increase the purchase and upgrade costs. These items are too epic to be given so cheaply. :D
    1. Gorvexon
      Gorvexon
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      Ah yes, you must be Fleebusia on TW forum. Saw your posts and attempt at adding-in a higher price for these items, but I didn't have time time to properly reply yet. Thank you for the support! :)

      I've been thinking quite a lot about these prices, but settled with current ones because at the end of the day, rune items are just a slight improvement on top of the top common and legendary items, acquirable through combat alone. In fact, even still, many players prefer to not waste any qualis gems for rune weapons, prioritizing elixirs instead. Characters are perfectly capable killing machines without rune weapons. So yeah, that is my reason.
  10. soontobeking
    soontobeking
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    I was really excited to try this out, but it causes a ctd immediately. I noticed it changes the loading screen from POP to native, and then loads for a few seconds before crashing. I know this may be too old to ask for an answer but hey, might as well try. 
    1. Gorvexon
      Gorvexon
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      I have no idea. But it sounds to me that you overwrote things at the wrong place. Or you didn't add it over a vanilla PoP installation, in which case, a manual adaptation is required instead. Be sure to follow the given instructions precisely.