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spandrel

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An update to "The Gathering Storm - A Wheel of Time Mod" by mat2rivs.

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This is an update to mat2rivs's excellent "The Gathering Storm - A Wheel of Time Mod." It can be found at The Gathering Storm - A Wheel of Time Mod at Mount & Blade Warband Nexus - Mods and community (nexusmods.com). Refer there for his extensive description of features.

I am trying to reach mat2rivs here on the nexus (rather than on forums I've tried in past) and, if he prefers, I will modify this download to only be an overwrite, but for the time being at least I have packaged the entire updated module as a 7-zip (the original mod's update has some python packaging that seems to put off some people). As far as I can tell mat2rivs has unfortunately been inactive in the community for about 8 years. I have been using this with the latest version of warband (1.174) and it works fine so far, including the starting merchant quests and channeling.

Main changes: Aiel troop tree (standard recruits begin at level 1 and progress from there), seanchan channeler recruits now become either Sul'dam or Damane, all generic channelers' skills overhauled, some additions and changes to items (Heron mark blades are better than standard ones and much rarer, Aiel weapons and red hand crossbows are not as fast, added rare Domani Razor mount, a few other odds and ends), edited dialogue so that there are no references to Calradia (replaced with these lands or this land, etc. as seemed appropriate, since there's no actual name for the continent in the story).

Notes on playing: Weaves are added as required skill levels are gained and time passes (you'll see a popup for each one during map travel ONLY AFTER the intro battle that follows character creation). Weaves can only be cast in combat. While in combat, equip the one power, hold down caps lock while moving cursor over the weave in the pop up center of the screen. Hold down LMB, target, and release. Ignore the damage reports, they are inaccurate. At low levels it's not powerful; however, once you have affinity and skills around 5 and are increasing your one power weapon skill, a few basic fireballs will kill common bandits. If the weave menu isn't showing, try hitting backspace, or "I" (inventory) and then return.

Notes on incorporating other mods: The character models, at least bodies, can be updated easily enough -- male and females each have only one entry in the skins.txt. Make sure you do not replace the module.ini, but only edit it to load the mod resources for your preferred makeover, likewise for Skins.txt, only edit the lines necessary, do not replace. Any other changes will likely not work well if at all.

Notes on difficulty: It is a fact that min-max playing as a channeler will soon make you over-powered, at least until you're facing powerful enemy channelers. If you want a challenge, try playing without using the one power, or at least only increase it along with your other skills.

Credits: mat2rivs did an extraordinary amount of work on the original mod, all by himself I believe. All credit goes to him. He's obviously a big fan of the series and even created places the books only hinted at. Amazing job. Any donations, kudos, thumbs up, etc., should go to him at the mod page linked in the first paragraph.

COMMUNITY REQUEST: If anyone knows of a troop editor that is structured from a module's skills.txt rather than having the native skills hard coded, please leave a message. I noticed first that channeling affinity was zero for all the NPCs that channel, regardless of their level. I went to correct and, of course, that skill is in the middle of the fourth decimal string, so each one has to be converted from hex. And while I was doing that I noticed that several other skill values were a little wonky. For the time being I plan on just fixing channeler skills as that's a chore in itself, but a compatible editor would be great. The mod is still very usable as-is, I expect it could be a bit more difficult and lore friendly once I've fixed the skills.