Description

This compilation of mods, "Brytenwalda Repolished 1.02" is my effort to share with the community some of my own personal custom items alongside some of the best mods/info for Brytenwalda atm in one single big package, ready to download, unzip and install. You will need a fresh copy of Brytenwalda 1.41, then proceed to OVERWRITE it with all the files in this mod. That´s all! Remember this is NOT SAVEGAME compatible, because you will lose several of the new changes using an old world savegme :D This is no way replaces Brytenwalda, but aims for it to be a more polished version for those that want a different feeling to it keeping the original spirit. I´d recommend you try Brytenwalda 1.41 first, then try this version which only aims to smooth some of its edges

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Brytenwalda Repolished SubMod 1.02
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Arbuckle79
Arbuckle79 - - 51 comments

Sorry to be dense but where do I put this once I've downloaded it?

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Purplekush
Purplekush - - 63 comments

In your modules folder in the Mount & Blade directory

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Guest
Guest - - 689,180 comments

Thanks for gettin back to me so quickly. Is this a standalone mod or do I need Brytenwalda as well?

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myxale
myxale - - 666 comments

You need Brytenwalda 1.41.

As form me, kudos for this little enhancement Sub_mod

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Brujoloco Author
Brujoloco - - 45 comments

Wow just went live a couple minutes ago for me and you already here posting :D , Instructions to install are simple, open the zip, and overwrite your current 1.41 Brytenwalda Folder. I´d recommend you have a separate 1.41 brytenwalda folder to alter with my mod.

Overwriting is simple, just drag and drop everything in the zip and dump it in the Brytenwalda folder, when asked to overwrite say YES to all and Merge folders

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Brujoloco Author
Brujoloco - - 45 comments

Thank you for your support! I always felt Brytenwalda needed a bit of polish, this mod doesnt aim to alter radically vanilla Brytenwalda but make it a bit more smoother. Be sure to check out the Extras folder for the annexed images that give you quick info on most of the basics of the game world, like companions like and dislike, stable parties and faction maps!

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jogospedro90
jogospedro90 - - 42 comments

Sorry, i would like to know if any of this submods helps to make it easier to get lords to your faction (in any different way that brytenwalda does) as i find it difficult/painful the way it is...prefer what mods like POP (with enough relation, like 30, you can invite them directly when talking to them) or ACOK (when conquering a town/castle, the lord that owns it is transferred to your faction) did to get lords.
Thanks

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jogospedro90
jogospedro90 - - 42 comments

Also...could u please make a version of your work without the graphics packs?...cause some PCs (like mine :P) just can't handle that in big battles...

I read in the forum that you made 1 more type of gloves...so there are just 2types of gloves in the mod right? (brytenwalda only had 1type...never understood why, and is somehow unrealistic and lacks customization :/ )

Thanks

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Brujoloco Author
Brujoloco - - 45 comments

Making a version without the graphics pack would be atm impossible for me to do sadly. Since it would involve a rewrite and removal of all the little fixes and textures plus module.ini changes, but I will try to work on a "LITE" non graphic pack version for next year, time willing. Can´t make any promises, since I love being honest with people, but will severely consider it friend, due to the evil Real Life making my free time very very short. (Also don´t tell anyone, but I am answering comments from the office, sshhh!) ;D

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Guest
Guest - - 689,180 comments

Wonderful! Any chance of incorperating some of the realism 0.5 mod changes? In particular the trade good changes seems really great. Also, would that mod be compatible with the current version of your mod? I know it was with tml, but not sure.

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Brujoloco Author
Brujoloco - - 45 comments

They would clash, realism mod changes practically everything from vanilla Brytenwalda whereas all I did was diverge slightly using already established parameters. The way he modified some of the files would make several of the new meshes in my mod to be gone or misplaced too. Both mods are in a sense, non compliant to each other. He altered horses, trade goods, reworked weapons even further than me, (which is good, each modder has their own valid vision) but to do so he had to alter the very same files I altered too! XD Namely item_kinds1.txt and troops.txt hehe. So to make this long story short, nope :(

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Guest
Guest - - 689,180 comments

Thanks so much for your reply, and all your work making this.

Can I ask for some advice? I'm going to try to use winmerge to combine your files with his, basically wanting to use his files but not break my game with bugs or graphical glitches. What should I watch out for and preserve of your files?

Of course, if I could only use 1 mod I would use yours, I just really like the rebalancing he did.

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Guest
Guest - - 689,180 comments

As a specific example, would I break anything in the horses by using his version item_kinds1? Do they connect to anything else because of the renaming issue?

Thanks so much for your help!

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Brujoloco Author
Brujoloco - - 45 comments

try to keep item_kinds1.txt as close to mine as possible for the nearest approximation.

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Guest
Guest - - 689,180 comments

Understood, and I really appreciate your help- I've went through and copied over all the model names for armor and such (including things like "BL_coat013", not sure what it does) as well as the restored cloaks and such.

Will I break anything by using his horse data though (ie, I've left the default names for horses and even the models alone from his version, because I wasn't sure if they would correspond)? Is there anything else beyond model names that I need to copy over from yours?

Thanks so much for your expert advice, so very looking forward to the new cloaks and armor graphics!

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Brujoloco Author
Brujoloco - - 45 comments

If you use the horse data from him it should not break anything. I didnt change horse meshes, all I did was alter size/names. Feel free to do it and tell me how it went :D

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Guest
Guest - - 689,180 comments

Hi--thanks for this incredible work!

Quick question, how did you fix the placement of Arderydd in the map? What files would have to be edited to fix it?

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Guest
Guest - - 689,180 comments

Specifically, would one simply need to change the map.txt file entry, or is there more to it? Any other files?

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Brujoloco Author
Brujoloco - - 45 comments

For ease of life, use an editing tool like Morgh´s to alter Arderydd by moving it slightly east.

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Makky321
Makky321 - - 15 comments

Don't know if im doing something wrong or what? I followed as instructed, made a fresh 1.41 then unzipped the file into the MAIN Brtenwalda file. It downloads still in a file and doesn't ask to overwrite anything? Im using WinRAR if that's anything to go by. Probably just missing out one small thing. Thanks :)

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Makky321
Makky321 - - 15 comments

Oh I manually put the folders into the main Brytenwalda and fixed it :)

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Brujoloco Author
Brujoloco - - 45 comments

Glad that worked out for you :)

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rafmc1989
rafmc1989 - - 577 comments

Great submod!

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Brujoloco Author
Brujoloco - - 45 comments

New version 1.02 out :D , small fix for missing horses!

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Guest
Guest - - 689,180 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,180 comments

p.s. I use WinRAR archiver on windows 7.

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Brujoloco Author
Brujoloco - - 45 comments

Due to the compression algorithm used you should use 7zip. This saves a LOT OF SPACE. I have rechecked using the standard windows unpackage methods and I get the same errors but NONE on 7zip. Unfortunately, trying to please people for smaller packages led me to this conundrum.

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Guest
Guest - - 689,180 comments

and just tried to redownload - problem still there.

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Brujoloco Author
Brujoloco - - 45 comments

use 7zip 7-zip.org

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Guest
Guest - - 689,180 comments

thanks, works like a charm now. will use 7zip in the future :)

p.s. why is the url renamed to repolished-101? Had to look for this again because the url i used to get back here was gone xD.

p.p.s. it still says brytenwalda v1.41. I copied and overwrote all the things in the original brytenwalda folder. did i do something wrong?

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Brujoloco Author
Brujoloco - - 45 comments

Bit ashamed to realize you are not supposed to change the uniqueID´s , so for damage control reverted to the original from 5 days ago as some people where like you lost, silly me. will never touch the unique thread id again. (kinda new to Moddb) hehe, also glad it worked out for you! enjoy the mod! Any questions you can reach me here or in the Taleworld forums in the original thread for this mod there Forums.taleworlds.com

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Guest
Guest - - 689,180 comments

what actually made me wonder is that i can use the old savefile

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Brujoloco Author
Brujoloco - - 45 comments

If you use the old savefile you will be missing a lot of changes, since a lot of things have changed internally, so unless you are really set on your old savegame, I wouldn´t recommend using it on repolished, as your old savegame has different world map points, troops and gear seeding.

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Brujoloco Author
Brujoloco - - 45 comments

You did nothing wrong, it is supposed to say Brytenwalda 1.41, changes in effect will reflect in game. For short if you see horses and they have names like mare, colt, stallion etc then the mod is fully working :D

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Guest
Guest - - 689,180 comments

alright, gonna make a new game then. Thanks for your quick answers - you're great :)

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Guest
Guest - - 689,180 comments

is this virus i just want to check

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Brujoloco Author
Brujoloco - - 45 comments

Nope it´s not :D , I have uploaded the same file to the nexus too and even to the steam workshop. It has no executables either or infected files, it´s just a submod to add to an existing Brytenwalda 1.41 installation.

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myxale
myxale - - 666 comments

Kudos.
Extracted easily with 7-Zip.

Will check what Mojo you put in BW. ;)

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Brujoloco Author
Brujoloco - - 45 comments

Standalone version is live if you just want a huge complete mod that contains Brytenwalda 1.41 already, easier to install. Moddb.com

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Guest
Guest - - 689,180 comments

One possible exploit/balancing issue- when fighting bandits I almost never spend the extra 2 hours to bury them. The reason is that the honor loss can be entirely erased by releasing one low level prisoner, and you can then release a second guy to get the honor gain. And 2 hours of time is generally enough to hit another bandit group, and double your gains, since the map is so crowded. I think releasing prisoners generally is pretty unbalanced, and the honor gain should be unavailable or only a small random chance of occuring, as you get so many prisoners with realistic combat losses on (basically meaning that you would never do the normal quest route to increasing honor, why refuse 300 gold on a bounty quest when you can simply release one prisoner of low level worth only 20 gold instead?)

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Brujoloco Author
Brujoloco - - 45 comments

This is a valid idea/concern.

Considering how vanilla Brytenwalda is PRONE to such abuse mechanic (on many many other areas, a lot!) I think I will add this to features ideas, seeing if some friendly coder in the community will add them in the future! :)

Meanwhile you can reach an Scout´s Honor Agreement to not "game the system" by not taking advantage of it´s flaws? hehe.

But will try to see if someone in the forums can code such a thing, also please, if you want, you are welcome, with all your ideas and opinions on the mod on the official TW Forums thread for Repolished, I love seeing new faces there!
Come come! :

Forums.taleworlds.com

CheerS!

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ntblood
ntblood - - 274 comments

It seems to make the map look a lot better. I don't suppose this sub-mod could be applied to any other Warband mods?

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Brujoloco Author
Brujoloco - - 45 comments

Not really friend, this is aimed and tailored specifically for Brytenwalda. The Improved map is from KEHHET which comes already within TML´s Bugfixing Mod (A part of Repolished)

Forums.taleworlds.com

So the way the map looks/acts now is part of the base map plus the Graphics Pack addon, that work specifically for Brytenwalda. There are mods out there that enhance the native world map though, you should check them out! :D

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Guest
Guest - - 689,180 comments

Thanks so much for fixing the mystic merchant dialogue--any chance a rewrite is in the works for the rest of the dialogue? The usage and grammar is so terrible in general that it really breaks immersion and (for me, as I am a stickler for competent writing) destroys the fun of the mod. Not to disparage the great work of the modding team in terms of programming and design, it's just that a native speaker of English (or someone with a decent education in the language) is really needed here.

I think all the dialogues could use a rewrite (those not imported from vanilla), from the starting merchant to companions to the denizens of the special white map locations.

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Brujoloco Author
Brujoloco - - 45 comments

If you want friend, since I am just a single man, why don´t you hop into the official thread of the mod in the TW Forums?

You can then tell me which dialogues you feel are broken, and I will try to fix them! You can contact me here, on the nexus or on the TW forums. Take screenshots of the specific dialogues you want fixed and I will take a look at them!

Here is the official Repolished Thread: Forums.taleworlds.com

If you show me which ones I will SURELY fix them, but right now I am working on scene fixing as that is what people are reporting to me. Can´t be everywhere at once! Need EYES! :D

Try screenshotting at least 3 dialogues that offend you the MOST hehe, and from there I can begin working out something. To do a total rewrite of ALL dialogues is just a daunting task for me atm, but focusing on small bits is much easier for me to navigate through the HUGE dialogs.txt , and much easier to fix.

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Brujoloco Author
Brujoloco - - 45 comments

1.05 Version is LIVE! :D

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