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Hello everyone!

This is the second part of my modding tutorial. In this part, I will give specific instructions on how to add items, faces, hairs and how to replace any Native resource you find unsuitable for your mod.

So, first of all, you will need to find an OSP relevant to your needs. There are many places that are "warehouses" for free resources. I will list some of the with their links:

-Taleworlds Forums:
-MbRepository(a bit outdated, but I still find it extremely useful) :
-The Nexus:
There are there different pages for Vanilla M&B, Warband and With Fire and Sword.

Also, if you know russian(or you can manage with Google translation), there is the RusMnB site which has the work of some very talented poeple:

Okay, now you have an Item pack, let's see its contents. Most -if not all- OSPs come with 2 folders. Resource and Textures. So, let's put them in-game. You will need two tools(porgrams for that). OpenBRF and an Item Editor(I use Morgh's M&B Editor and that's what I will use in the tutorial. These are both free and available in the sites I mentioned earlier. OpenBRF enables you to see the .grf files(the 3d model) and the Editor let's you put any item you want in the game.
Step by Step guide for item Implementation:

1)Copy the contents of the Resource Folder into the Resource folder of your module(MyMod).
2)Copy the contents of the Textures Folder into the Textures folder of your Module(they are a bunch of .dds files).
3)Open your module.ini and close to the end of the file(I put it after load_mod_resource = town_houses_e ) add this line load_mod resource = ...After the equalizer(leaving a space!) you will write the name of the .brf file you copied inside the Resource folder. EXAMPLE: You downloaded some swords, and the .brf file is named crusaderswords.brf. You add this line "load_mod_resource = crusaderswords(the .brf is the file suffix and will not be written, of course).
4)Now, the items resources can be read, but the items themselves are not into the game yet. To do that, open your Editor and find a relevant item to use a template. Click Add Item and in your upper right, you will see a box where the item mesh goes. Open the .brf resource and select the model of the desired item(a sword, for instance). The right click-rename(or F2, the Rename keyboard shortcut) and copy the name of the mesh. And the copy it to the box I mentioned and click Update mesh. Now, you need to write the itm_ name the Name of the item and in the box where it says plural, you write the same thing, not Swords, but Sword, for example. Then, you can edit the item's price, weight, damage, speed, armor value etc. Also, you can change its flags(abilities) if you want, to make it sound wooden or metallic, change scabbard position etc. Also, don't forget that if you have a sword, the have two meshes, one for the blade on for the scabbard, so make it accordingly.
5)Click Add Item and then Save Changes(create back-ups first!) and you are done.

Now, when you are making a mod, it is understandable that you will not need every Native Item and in fact, most of the times you won't need anything but the horses, Trade Goods and things like that. So, instead of adding a tone of items along with the native ones, here's what you can do: Edit the Native items. Let's show that by an example: You are making a mod about Rome and you plan to make the Nordic Native faction into Roman Empire. Nords use Nordic Helmets, Byrnies(and others) and Nordic swords. So, do that: Instead of making new items, find these, for example Nordic Sword and then replace the mesh with a Gladius Model you have. Of course, editing its properties is necessary(the damage and the length, for example). Click Update item and Save changes. From now on, all the units who use the Nordic sword will have a gladius! That way, you will greatly speed your work, as you will have all your nordic units use your desired items, from the beginning.

ATTENTION!!! Don not edit Heraldic Items OR use them as templates for non-Heraldic items. If you do, all sorts of texture problems will ensue. That goes for the Heraldic Mail Armors and all the shields. To use a shield as a template, always use the wooden, nordic, steel or Norman Kite shields!

So, that's about all things related to items. Now, how to implement new hair:
1)As you did for the items, you copy the Textures in the Textures folder(if they come with new textures) and the resouce in the respective folder.
2)Add the line in the module.ini, using after the equaliser the name of the .brf(e.g. load_mod_resource = amazinghairsYO).
3) Now, open the .brf, and click rename and copy the name of the hair you will use.
4)Open the skins.txt file(where all things related to face, hair and beard lie) and find the place where are the hair. ATTENTION!!! There is a different place for male and female hair! The male are close to the start of the file(you will see some line named man_hair 1, man_hair_t etc.). Go to the end of that line, leave 2 spaces from the last hair and paste the hair mesh's name you copied. VERY IMPORTANT: Don't forget to add as many hairs you added to the number thaat exists before the hairs. For men I think it's 20, so if you added 3 more hair, replace the 20 with 23. For female it's 7 and you just need to find the woman_hair entries(close to the bottom of the file). Easy as that!
The same proccess can be done for beards! As for new faces, all the face packs that exist, come with installation instructions, so your covered, as well.

Finally, OSPs are free and as the name suggests, Open for usage, but please, give credits to the original maker of the OSP. It is appreciated!
For any questions, clarifications or anything else, leave a comment and ask me or contact me, I always answer!

Thank you!

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Post comment Comments  (0 - 10 of 52)
HarryPhamlmc Sep 3 2015 says:

hi bro can i ask you about this but dont angry about me ok that could you share the 17th Item_kinds from the age of conqueror pls

+1 vote     reply to comment
Antonis9 Creator
Antonis9 Sep 4 2015 replied:

You mean the module file? I have lost those,as well as many others in a recent PC upgrade I did. If you mean the text files, just take whatever you want, although, find and give credits to original authors, okay?

+1 vote   reply to comment
HarryPhamlmc Sep 4 2015 replied:

thanks bro :)

+1 vote     reply to comment
joaogabrielfreire52 Jul 25 2015 says:

Hey ANtonis, what's up?
I wish to ask you something, i'm downloading the mod "The sword and the Axe", but i just found that you made another mod, "The last kingdom". As I am looking for a Vikings theme-based mod, wich one of the two would you recommend? Wich one is more ''solid''? Are them both being worked yet?

Thanks in advance, and sorry for possible english mistakes ^^

+2 votes     reply to comment
007killer555 Jul 31 2015 replied:

I actually still use the Last Kingdom too, am currently destroying the Irish principalities with the Picts haha.

+1 vote     reply to comment
Antonis9 Creator
Antonis9 Aug 5 2015 replied:

Heh, I didn't think anyone woulds still play that. It's an old mod, with many bugs. I might come back to it at a point, but probably not soon.

+1 vote   reply to comment
007killer555 Aug 5 2015 replied:

It's a good mod! The only bug that I want to sort out is the missing mesh on the norman 2H sword.

Also fires of war is great too, encountered a couple things that don't really affect gameplay. Like the black and brown cloth shirts are exactly the same but have different weights :P

And good luck on the next mod ;)

+1 vote     reply to comment
Antonis9 Creator
Antonis9 Aug 6 2015 replied:

Oh, there are quite a lot of meshes missing and some scenes are just bad. I was never good at scening and some of them make the game crash. :(
Oh, yeah, I have to redo the stats on many items, that's true.

I am glad you like it, though, and thank you for your support!

+2 votes   reply to comment
Antonis9 Creator
Antonis9 Jul 26 2015 replied:

Hi, I would recommend you the Sword and the Axe, as it is the more complete of the two, doesn't have any eye-catching and game-breaking bugs and I made it later, when I knew more stuff. Also, this is the one I am working stll, I already am making a new version. Thanks! :)

+2 votes   reply to comment
chadwats1 Jun 13 2015 says:

Antonis9 help me have a proble with inperialism mod mount blade an warband gives me when I run the rgl mod bug get object failed for texture: I streetwalker1_1 want to play the mod have version 1.314 mb warband please Help me and tell me how to fix the problem hope you help me.

+2 votes     reply to comment
Antonis9 Creator
Antonis9 Jul 11 2015 replied:

Hi! I stopped making the mod years ago, I don't have any module system or files, so I cannot see what the issue is. From what I understand, I have forgotten to put a mesh for the item streetwalker1_1, but as I said, I haven't got the files anymore, so I am sorry, but I cannot do anything. Thank you for your understanding!

Although, how come you have the 1.134 version? Steam is currently on version 1.167. :S

+1 vote   reply to comment
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