Welcome to the latest update to Age of Arthur - version 2.0! I hope you enjoy, please see change log listed in the below description.
Change log:
- includes all 1.1 fixes in version
- removed salt-mines
- fixed befriend sea captain quest
- fixed opp errors when having a ship built for you
- fixed demand tribute bug
- polished some scenes
- added two new town scenes (replaced some old ones)
- new town scene for Alauna reworked
- new town scene for Durocobrivis reworked
- lowered probability of lords being killed in battle slightly
- fixed one lord starting game as a child
- added missing NPC child dialogs
- tweaked some items, (balancing / changed some meshes/textures),
- improved some face-codes.
- fixed face slider definitions.
- fixed recruiter dialog
- fixed hiring recruiter / patrol dialog
- added reset of player relations for new lords spawned
- added new starting story quest.
- increased relation hit when meeting enemy cultures
- added new dynamic story quest.
- added evil mab quest-lines (3 new quests + plus linking some of 13 treasures quests to evil quest line, not just good).
- other minor tweaks and fixes.
- added some missing camp dialogs
- minor map polishing
- fixed Camelot walls battle AI mesh
- fixed issue preventing player from leaving a low moral duel
- hopefully fire witches are now up-gradable
- fixed save mother quest from starting in wrong place which caused bug
- fixed a potential crash bug
- fixed a rare, yet very annoying opt error
As before please note that Direct x 7 isn't compatible with this mod. Enjoy.
Nice to see an update!
Is it save compatible?
No. Sorry. Its a new version. Need to start a new game
Thank you Mrs. Ashwood for the nicely-timed Update! Although i have to ask: Did you perhaps enhance the game's performance? As i had trouble with it before.
I've tried to optimize the processes a bit, but it is a big mod so it does require a lot more juice then running native.
I'm writing any language with the translator;) I'd like to know if it's got version 1.143 up
is it compatible with 1.174?
what should i use to open this mod?
Not sure what you mean. I used a standard .zip to compress for upload, so just open the file click on the 2.0 folder and select extract all. Chose your mount and blade modular folder as destination and click ok. once unzipped start your mount and blade game and select the mod from the mod drop down menu.
OHHHHhhh why havent i known this mod already!!!!!!!! downloading now!!!!
i fear this might be too heavy, but im believing this will be terrific. HOpe it won't ruin another semester and my graduation paper
really I need to say that is the best mod I have ever played, really you doing a great job
Does all nations have the same kind of cavalry/infantry or is there a larger difference between nations now? I'd prefer if Saxons for example only had access to light cavalry and relied on infantry.
I've tried to balance it as much as possible, but I have made the Saxon infantry the hardest in game to beat.
Is the bug where you play as a Scot but people identify you as a Pict fixed? My fellow Scots thought I was a Pict back in 1.0, and the Picts thought I was one of them.
Not a bug, grouped similar cultures together for meeting dialog purposes.
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is there a way to access cheatmenu in this mod
see FAQ section
the white hilt quest is bugged,i break down the door but there is an invisible wall stopping me from entering.....
Some have reported this, but for some reason it works fine for me on all my many test runs. Only thing I suggest is making sure you've talked to the farmer and he's given you permission to enter before breaking open the door. If you agree to hunt down the wolves first for example, you need to kill the three wolves near their lair and talk to him again before going to the hall, or if you asked him about the hall first then you can break down the door right away. If that doesn't work still let me know, but its hard to fix a bug when its not happening to me and the code looks fine.
I tried all of these options, nothing works.
is your warband up to date? As I say hard to fix when mine is working, but the bash door code I wrote depends on the barrier mesh moving with the object mesh, so just spit balling, but maybe older versions of WB didn't move the barrier mesh with the scene prop? idk, but since it works for some, but not others this makes me wonder if its a verion update issue.
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Reinstalled the game,updated,reinstalled the mod, made a new savegame with different story, changed the graphics,nothing works.
Weird. I just tested it again, again it works for me. Work around for you. If when you're first selecting the mod from the mod selection screen click on configure, select the advanced tab and check the enable edit mod. Once mod is loaded up and you enter the peartoc scene hit ctrl and e . This will open the scene editing screen pan over to the doors to the hall select them and delete. Save scene. This will allow you to enter the hall without having to break the door, but still talk to the farmer before entering.
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fixed opp errors when having a ship built for you still getting this error
k see I forgot something, fixing.
it only seems to be when obtaining directly from visit port menu, i did not seem to get the op code error when i visited the instance and spoke to him with interact.
whats the most effective way to sea travel with a larger party?
and ty for your help, mods up and running great. love it
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for some weird reason i play the gsme and after 75+ days it crashes and when i try to go back to my save it crashes when the loading thing says launching game and it always happens i can't get back to my old save please fix this
when i choose to be a slave it take me to a scene and tell me go look for survivor and find out what happen but i dont know what to do to pass that scene pls help
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