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dDuh

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Everything posted by dDuh

  1. Every game would play out differently, since a lot of randomized values influence how effective a faction fares.
  2. They would have to be merged via the module system and then compiled into the textfiles. Unless you only want to use new ressources (item, sound, graphics, etc), you cant just use several mods at the same time.
  3. What seems to be the problem? The installer should place things in modules/floris , though the installer path will say just modules/ at the end (since the last folders name can vary due to the various versions it can install). On a sidenote - as of now the installer is slightly bugged and it ll misplace a few textures in a devsuite folder it creates next to the floris folder, just drag those textures into the texture folder of the floris mod and all should be fine. You can also download just the missing textures from our nexus site.
  4. Its not in Floris yet, it might be in version 2.6 (we still need to create more scenes among other things). There is no eta for 2.6, but "months" until full release are expected. To be more precise on the Kit vs the OP - Lumos Outpost kit does not allow building villages or towns, it does not allow limitless creation of outposts either. It will enable the player to build and own 2 outposts of which he can upgrade 1 to a fort (castle with merchants) level. (Thats 2 outposts+1Fort overall.) For a true construction feeling, you would have to check out the mod "custom settlements", which is for Mount and Blade.
  5. Copy pasted it from a post on the taleworlds forum : http://forums.taleworlds.com/index.php/topic,10276.msg5493036.html#msg5493036 I have no idea whether there is another soure.
  6. Rigadoon to the rescue: http://i.imgur.com/n7v8T.jpg
  7. @Peter, the engine has a limitation regarding the amount of messages it can show at any given time. If that treshold is broken, it will stop displaying them. Just wait a little and it will restart. @Crusader, its unlikely that you will receive mod support here. Head over to the taleworlds forum, specifically the boards that your mods are using.
  8. WFAS was released a year ago and its built entirely on the warband engine. Anybody able to run warband, can run wfas. Anywho some basic mods can be found here: http://forums.taleworlds.com/index.php/board,254.0.html
  9. No and its unlikely that there will be many as fire and sword offers the modders nothing new except some different assets (in exchange for warband assets). The engine is the same and the module system is dumbed down in a few areas. You will actually find quite a few mods for Warband that are similiar to (or even better than) WFAS.
  10. The scene editor is integrated into the game. You need to enable the edit-mode in the startup panel and after that you can access it with ctrl+e within a scene (or so i believe). You will find many informations here: http://forums.taleworlds.com/index.php/topic,163368.0.html . Its generally important to note that people are quite willing to help, but it needs to be clear that you yourself are also willing to put some effort into things (i.e. before asking questions make sure to read a large portion of the tutorials). The world map editor or map editor is a tool by thorgrim (thorgrims editor) and was originally designed for MB, but can be used for Warband with a work around. Just take a look at the tool section of the forge and you should be able to easily find it.
  11. There is Lumos Outpost Kit (taleworlds forum/the forge/osp section), which essentially does the this. It is a modders ressource and would require module system implementation though. Im pretty sure we will include a polished version of it in Floris 2.6 (no eta).
  12. Floris To make it a bit more convenient for Nexus folks to participate in the development of Floris, we decided to create a general Discussion and Feedback thread on this forum. It is important to notice that this is NOT for Bug Reports or Support as we dont have the time to track these at more than one place (our board on the taleworlds forum). If you are new to Floris or havent heard of it yet, you can find out more about us here: Nexus page - http://mountandblade.nexusmods.com/mods/3489# Taleworlds board - http://forums.taleworlds.com/index.php/board,197.0.html Our (brandnew) wiki - http://floris.wikia.com/wiki/Floris_Wiki A Lets Play by Tivec - ______________________________________________________ In other news - We are Recruiting Should you be interested in working with us, take a look at our extensive statement regarding the what and how: http://forums.taleworlds.com/index.php/topic,213100.0.html We are currently especially looking for sceners as well as somebody to track bug and scene reports (for which we are using google docs like this one: https://docs.google.com/spreadsheet/ccc?key=0AnG_YU8hXbcFdC02VlZ2WC1KbFBaLTVBSWhlQzJGMnc&pli=1#gid=0
  13. Well warband was a pretty big success so taleworlds studios probably cant be considered a small indie developer anymore and they are working on MB 2. So lets hope they bring us something awesome, which we modders can enhance even more.
  14. There are several mods in the works that fit your idea. Check the Pioneers Guild (mods not yet released) and the Caravanserei (released mods) lower section below the mods with their own subforum.
  15. Play around with these values in your module.ini (found in the respective module folder - native for warband). player_xp_multiplier = 2.0 hero_xp_multiplier = 2.0 regulars_xp_multiplier = 3.0 or just turn on cheats, go to your character and press ctrl+x
  16. Im not quite sure whether you want to mod or whether you want to play a mod. So i will give you an explanation for both. Modding: - Get the Module System from www.taleworlds.com - Get Python 2.6 - Set everything up as explained here: http://forums.taleworlds.com/index.php/topic,5408.0.html Playing a Mod: - Download and unzip a mod for mount and blade (no warband/wfas) - Copy the folder into your Module folder, next to your Native folder - Make sure the new mod folder looks the same way (same setup) inside as the native folder - Start the game and select your mod in the drop down list of the startup menu
  17. You might want to change the blue font. Very hard to read on the dark background. And a question on the side - TR Mod = ? Turkish Mod it seems :)
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