No. You can make a submod if you want so.
No. You can make a submod if you want so.
I think all the members need to run a mod if you want to play together, right? Do you have such a community?
Nobody was interested so far in multi so that part is vanilla. Some modified models will appear because the name is the same.
Well, the modding section on taleworlds.com is full with tutorials, tools, open source stuff and everything. 99% of Warband stuff works on WFAS.
Forums.taleworlds.com
Cool ideas. Also give me a guy who is willing and able to do these. :D
And my other ideas taking seven pages of course.
Well, Bannerlord is still not good, so maybe. Nothing is planned yet.
There are of course lines referring to those armors but they are in the scripts.py (part of the module system) thus cannot be changed easily.
There is a way for you but it will change the appearance of that armor for the entire game.
Search the armor in item_kinds1.txt
Someting like this:
itm_merc_pika_uniforma_a Pikeman_Armor Pikeman_Armor 1 merc_pikeman_hongreline_a 0 16842765 0 6500 167772196 14.000000 50 0
merc_pikeman_hongreline_a is the name of the model. Pick a model from another pikeman armor (or actually any armor) you would like to see and replace the original model entries. Any text editor can be used.
I don't remember which pike armor they get so the example above is random.
Hi,
The mod isn't big, you shouldn't have this problem.
Check your game settings, video card settings, try download again, maybe delete your settings in Documents/WFas, or reinstall the game. Or try the tech forums on taleworlds.com, there might be computer experts there.
Quick fix added for carpenter axe and bludgeon.
Mercenaries fixed. Back carry removed from pikes and hussar lances suggested by dominogoc.
Try to read the 'How to install?' part. Have a working game. If still crashing your PC has some settings which makes the crashes.
1.6 and bugfixer. Experimental only if you want to play the way it is written in its description.
I didn't make that stuff therefore I cannot abandon it.
Thanks for the upload. I hope this version will work.
That's a side effect actually. As you may have noticed Smolensk and the nearby villages have Russian citizens, not Polish despite they belong to the Commonwealth. This is the cause. I'll search a command to spawn the lord immediately at the start. Thanks for the feedback.
Musketeers weren't useful. When one aspect of the game is quite realistic but others cannot be even represented like cannons or proper musketeer-pikeman cooperation then the numbers should provide the general feeling of the period. Musketeers were very useful on real battlefields thus they must be useful in the game as well.
Furthermore I tested firearms from 50m (measured) in the game and they were more inaccurate than they should be.
I think the "WFAS 1.43 is required." sentence is obvious.
You can download it from taleworlds.com
Thanks for the feedback. Usually there are very few of them so I appreciate it.
Weapon stats reflect reality in a limited way, but gameplay is more important so there might be changes later. Testers would needed for balancing.
I didn't change either of them.
I run a quick search but didn't find it.
I've found a bug which appears only in standard, non-edit mode. As I always run the mod in edit mode it came to light in the last phase. So some bug hunting is needed tomorrow. I could release a test version as it runs perfectly in edit mode but rather not. I played many days without problem, but only in edit mode.
Csatádi
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