ingrimsch6234, thanks buddy, I didn't find time to update. I'll probably update the mod to game version 1.2.0 as soon as Lemmy updates his map to this version, because 1.2.0 added 2 or 3 new hideout scenes (I haven't seen them yet).
good to hear that TW finally adds some new scenes. patched your mod because it's hard to play europe map + AD1259 without it, once you are used to the new scenes you can't go back.
Initially, I made a mod that adds Barbary pirates. Already in the process, I came across the competition scenes, which, as it turned out, can be added to the game. But since there were only two places for Barbary pirates in the vanilla game, I focused on Lemmy's map. I will take into account that someone else wants different shelters on the vanilla map, but I will be able to do this only after I finish ECM Kingdoms Revision - I will change clans.
Hi potap i, have a little question. How did you manage to find the Hideout ID on the map? I thought i try and make a ROT sub mod with the creative competition content pack. I extracted all hideouts in a single xml and there are cordinates but how have figured out where there placed on the map? Also i noticed you are not using all maps is there a reason for that? Bugs or crashes?
Hi, ingrimsch6234! On the map, you need to enable the display of hideouts with the console command "campaign.show_hideouts 2". To make them easier to identify, I added an ID number to the names of hideouts in the file settlements.xml.
Two scenes are not added as they cause crashes. The author of one of them, Sheepbitter, tried to fix it, but it didn't work out, I described it on the main page: "Unfortunately, 2 scenes (SwampMountain Dwelling​ by KnightinMuddyArmor and Urban Hideout​ by Sheepbitter) cause the game to crash and not used."
any plans to make this work with the anno domini 1259 mod that uses the 1.1.2 version of the europe map?
Edit:
Looks like the older version works with the mod fine, at least so far in my testing.
I'll have to agree with the comment below though, those fire jar things they use are pretty OP. With RBM, they were only hitting me for 2-5 dmg(though this was all via splash damage) and I was hitting 40-60 for both impact and splash damage. Killing 5 bandits clustered together with one bomb.
I myself have not yet played anno domini 1259. If the AD1259 does not change the hideouts location, there should be no compatibility problems. If there are problems, describe in more detail, I'll take a look.
I also play with RBM. I wanted to complicate the life of the player (initially myself) so that 2-3 hits would be fatal for hero. But yes, it also has a downside - after receiving a naft, the player himself can kill several enemies at once, even though the radius of the main damage is small. There is little damage from the fragments, plus the player moves, assuming an attack, unlike the AI.
Hi. I didn't find any links to Barbary pirates in the log. I checked on a clean game 1.1.4 and ECM with my mod - until I waited for the infection of the hideout near Tunis, but I cleaned up a couple of neighboring hideouts without freezing and crashes.
Thanks. Well, in general, Greek fire is one of the main features of the Barbary pirates, because in my opinion, just a new bandit clan, differing only in equipment, is of little interest. It can be removed if you know how to edit xml. If necessary, in a couple of days I will write how to remove it, since you need to edit the equipment (replace naft with another weapon).
I agree it makes them unique but the problem is that the greek fire just doesn't fit right to me, it looked more like them using magic than anything else and it was incredibly OP especially early game.
Maybe if it was toned down or at least looked a little better, I dunno this is just my personal opinion, but yeah I have removed it and just gave them some other modded throwing weapons to spice it up.
Hi, m5holmez! What do you mean, "toned down or at least looked a little better"? The corresponding fire effects were already in the game, I have already added a model of a throwing pot (instead of a stone) in the new version (I will post it soon along with the revised hideouts of the Golden Horde) and now you can get the naft as a trophy after the battle (it can be sold, but still can't be bought anywhere), throwing parameters (speed, the weight of the item) is almost close to real. I am ready to hear your suggestions.
Hey man, for me I just felt like it was out of place, again it was like they were just hurling OP magic fireballs from their hands, when you face down a horde of them especially early on it was a nightmare (this is with RBM). Maybe if it were toned down a little bit along with reducing ammo count or something I dunno.
This is probably just me so I wouldn't worry much, no one else has said anything so just keep on doing ya thing.
Ok, that's what I intended)) ordinary soldiers with almost no armor, but with a triple supply of naft. Otherwise, they are the same whipping boys as the rest of the bandit clans. The tactic of fighting them is to run until the naft runs out )) But now you can get it too!
38 comments
Replaced most of the native hideout scenes.
added Taleworlds new scenes
Tested with Bannerlord 1.2.9 on Anno Domini 1259 by me and thanks to Wulfen for the confirmation on Europe 1100.
I will take it down as soon as potapjr updates.
As soon as potapjr updates i will take it down.
Barbary Pirates for Lemmy's map Kievan Rus' Update 1.1.6
patched your mod because it's hard to play europe map + AD1259 without it,
once you are used to the new scenes you can't go back.
Europe Campaign Map at Mount & Blade II: Bannerlord Nexus - Mods and community (nexusmods.com)
Please :) this is on my wish list
How did you manage to find the Hideout ID on the map?
I thought i try and make a ROT sub mod with the creative competition content pack.
I extracted all hideouts in a single xml and there are cordinates but how have figured out where there placed on the map?
Also i noticed you are not using all maps is there a reason for that? Bugs or crashes?
Two scenes are not added as they cause crashes. The author of one of them, Sheepbitter, tried to fix it, but it didn't work out, I described it on the main page: "Unfortunately, 2 scenes (SwampMountain Dwelling​ by KnightinMuddyArmor and Urban Hideout​ by Sheepbitter) cause the game to crash and not used."
Sad that we have only so few scenes around.
Edit:
Looks like the older version works with the mod fine, at least so far in my testing.
I'll have to agree with the comment below though, those fire jar things they use are pretty OP. With RBM, they were only hitting me for 2-5 dmg(though this was all via splash damage) and I was hitting 40-60 for both impact and splash damage. Killing 5 bandits clustered together with one bomb.
I also play with RBM. I wanted to complicate the life of the player (initially myself) so that 2-3 hits would be fatal for hero. But yes, it also has a downside - after receiving a naft, the player himself can kill several enemies at once, even though the radius of the main damage is small. There is little damage from the fragments, plus the player moves, assuming an attack, unlike the AI.
I find a hideout. Press on it so my party goes to it. As soon as the party reach it and the interaction window is to pop up the game freeze.
Maybe if it was toned down or at least looked a little better, I dunno this is just my personal opinion, but yeah I have removed it and just gave them some other modded throwing weapons to spice it up.
I am ready to hear your suggestions.
This is probably just me so I wouldn't worry much, no one else has said anything so just keep on doing ya thing.