Warsword Conquest coder Dec 2015 - present. Perisno coder Dec 2014 - Nov 2015 Rigale coder Jan 2015 - May 2015 Phosphor coder May 2015 - Nov 2015 --- all of these are Mount & Blade: Warband mods

Comment History  (0 - 30 of 1,336)
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

I put WSE for 1.173 into a subfolder WSE 4.61 under Mount & Blade Warband (1.173). I then make a desktop icon to start WSEloader.exe which in turn auto-loads Mount&Blade; Warband. I never screwed with high res textures or otherwise altered the mod download or my warband. I do have seperate paths for more than 1 Warband version but made sure the latest one installed happens to also be the version for my WSE. I have no issues, with Java or otherwise.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

I used 1.73 Warband and 1.73 WSE without problems. I never had to downgrade Warband from 1.73. I did not have success with 1.172 though as there wasn't a WSE for it. I AM a modder.
Are you in BG, Peko? We're neighbors then, even if I do arrive with a USA passport.

Good karma+2 votes
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

Your skin is an issue. Hire some locals to cross cancel the prejudice against your skin. Say you're human but want to be a vassal of chaos. Chaos doesnt like you much. But if you hire a bunch of local villagers, they stop having a grudge. Talk to the village elder at first to offset the villager's prejudice against you. Or stop hiring a bunch of troops in your party that dont fit in well with the town factions' prejudices. Apparently roleplay is a "bug".

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

I expect thats actually dependent on what faction you ask. Probably the first faction is expected to start with forest_bandits or whatever native used with Swadia (I think its forest_bandits) but thats not what matches faction kingdom_1 's bandit type anymore. So when calculating what bandit lair to check for by adding to the lair for forest_bandits, half the factions (all added later, and thus all more interesting to players) have out of range results and this hangs.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

no just hire some human villagers to cross cancel the negative effects from evil companions. Evil skin companions count as three of that skin, so 3 of them are like hiring 9 skeleton villagers.

Good karma+2 votes
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

I personally use WSE for 1.173 without issue on my Warband 1.173
I Do NOT load from Steam. Steam itself will cause crashes due to memory overload of the Steam loader wasting memory.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

well, the idea is you start over when you change versions, because all the variables are moved around so imported characters would not cleanly import.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

I'd share code under these conditions:
1) Guspav should agree to it
2) I should be able to see and touch something the person made to see if they really have the skills to pull it off, or even make sense of how I wrote things and why
3) I should see they want to do something I would want to play, not just say make necromancer 1 class games. I mean, most everyone has just 1 class in mind. They ought to go make that 1 class game without my code.

Helping Nameless was a joy. Some of the other people didnt like everything coming from this game, and at the same time I started a job that needs 60 hours a week or so focus, so it was the end of my time. Nameless himself is a real treat and a true peer. His art team is talented but they really hate Diplomacy + all my tweaks delivered as a set. It did make the mod run considerably smoother though, and fixed bandit spawns. At least it did for me; sometimes he breaks what I deliver, so the result may be less than expected. Other times he adds to it, so it does more than expected. We'll see in a few weeks what got done.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

you need the latest patch. Since you obviously just started, try v158 A0 full then patch to A2
using this base Nexusmods.com

and this patch
Forums.taleworlds.com

Good karma+2 votes
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

try v158 A0 with A2 patch. But the v158 A0 Full is for now only available at NexusMods, and A2 patch at Taleworlds Forums, because it takes a long time to upload here and they make me have to come up with pictures and other fluff then make a long explanation, while nexusmods I'm up in 30 seconds and no admin BS. Nexusmods.com
Forums.taleworlds.com

specifically the problem with drow lords asked for quests comes from a bandit lair quest mismatch, fixed at v158 a1. I know, you wanna play some other version, but see I dont have time to maintain a bunch of versions. v158 is for me, its what I run, its not finished, but if you want to play what I play, thats the one. I have about 3 hours a week now instead of 55 hours a week like I did all last year so changes, however badly needed, are slow to come. Its a free mod but thats the breaks.

You should be looking at Forums.taleworlds.com
for ideas and what not. I dont come here much and dont really want to. Taleworlds at least other people can help you.

Good karma+2 votes
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

You probably need to patch to v156 B12 or better yet if you just started a game and don't mind a restart
try v158 A0 Full from nexusmods Nexusmods.com
then patch A2 as shown at Forums.taleworlds.com

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ patch v156b11

Working as intended.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

Yes. Its a pain in the *** to upload here, so I prefer NexusMods. Here I have to put pictures, even for patches, the upload takes another 20-30 minutes, and the questions on Moddb tend to be more annoying. I get it, its easier to come here. But see, I don't get more value from more people -- just more work. Whether its 20 or 20,000 makes no difference to me -- so long as they are quiet and well behaved, either is fine. v158 is superior to v156, but requires a fresh start. Its easier for me than trying to guss which combination of patches and side effects I need to fix in the set of all users of 156.

Good karma+2 votes
Phosphor1
Phosphor1 - - 1,336 comments @ patch v156b11

Assuming you really did start as a necromancer class, you need close to 100% health, which comes back very slowly if you're a lich, and generally 2 days should have passed since your last attempt, to prevent spamming an army. After battles the raising of dead is automatic, and not tied to your necromancer count down timer or health.

Use your necromancer skills is at the camp menu. You only see that option if you are correctly marked as a necromancer; that means editing necromancy skill with a text editor doesnt make you an instant necromancer. You wont pass the test. I dont have much respect for text edited characters, and its my mod, my rules. So you fall into one of the above categories. Characters that actually start the game as necromancers can do the above; characters that try to trick the system cant.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ patch v156b11

There's an issue with lords (not) returning after losing battles. Someday when I am not behind on work studies I hope to compare the early B3 or B5 versions with current code and figure out what went wrong and find a better third alternative. "Soon" tm

Thanks for the kind words though. I view this mod as sort of a technology test and dont really even try to make everything normal "possible". I want to be able to do CERTAIN things differently and those are really what the mod is for. If I just want tournaments and quests, I wouldn't play a mod still in alpha development. But if you want something other mods don't have -- well thats what an unfinished mod like this one is all about. Nobody ever said it was done. It just focused on the things it needed to do, not everything and the kitchen sink. Its been a 1 man show for at least 13 months. It could be worse, but its not perfect and its not even pretending to have everything every other mod has. I personally dont use tournaments, or for that matter quests, except to get married. The fact lords go missing irks me mainly because I cant ask them about their daughters, although I can at least make a female toon and get hitched to a female if I ask nicely (or enable cheat menu just before talking...). There is more that you CAN do here so I don't anymore take personally anyone's qvetch about all they CAN'T do. They can play native, for instance. Nobody pays me if they play this mod instead of another one -- so I work for the few people that are happy to do something different. And especially ones that dont give me heartburn over a free mod. Especially now that I finally had a real job hire me, for like the first time in 15 years. I need to not lose that, and gaming has to take a distant third place.

Having said that, I'm hoping to get 3 hours in tomorrow morning. Maybe its enough to solve the lords go missing issue -- which, if you think about it, does make for a fast playing campaign...

Good karma+4 votes
Phosphor1
Phosphor1 - - 1,336 comments @ patch v156b11

Thats right. Tournaments are closed.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

So, since I dont have time, you advise I just drop v156 and wait until I dont have any further changes for v158. Release say for Christmas? Remove TPE would break save game. I'm cool with removing all tournaments, native and TPE. I can do that without breaking saves by just locking the menu down tighter.

Maps -- someone was working on a map but disappeared. I'm cool with you sending me a map. Please make it in the correct format for Warband. There's a utility for this -- Forums.taleworlds.com
It shouldnt take you longer than about 30-100 hours (man hours/woman hours). Thats about 10 weeks of my new time.

You dont have to put the villages or towns in, I can do that faster than you'd expect. I just want a map with islands, some land bridges or fors to allow crossing water without mandatory ships, and some value to sailing if the player buys a ship.
I don't really care what the map looks like -- copy Australia if you want, or Thailand and Vietnam, or the Philippines. Whatever makes you happy, just so long as it isnt wasting a few of my months.

I'm cool with that.

Good karma+4 votes
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

some of the companions already have dodge and most do not.
You can see for yourself with:
(exit any town or castle you are at to get to the map:
Reports: Reference Materials: "View all Mercs and Misc": left arrow TWICE to get to the SECOND TO LAST one, which currently reads "Wood Elves". Actually the title for this set could change by reading from a long set of strings instead of the faction name, from code I used at Phantasy, so that's something I can send Nameless next week when I get back from the mountains.
Now scroll down and see there are companions.
In the bottom right is a number counting the number of special abilities that companion has. Any 0 means dodge isnt present. Find one that has a number, like Eleanor. Click her icon and read the ability.

You probably have that already in the 2016 version, although I'm looking at this weeks build in writing down the steps.
Dwarves won't have dodge. Elves and females generally were dodge candidates as I sent them to Nameless 2 years ago, and he is free to change any of them he feels like.

Good karma+2 votes
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

Standard Mount & Blade mechanic. If all the attackers fall then you lost the attack. You of course could have broken off the attack before running out of troops. You should not run forward and try to Rambo an attack anyway, so you don't fall early on, but hang in the back. Before the battle you should move one of your companions to the bottom of the party so that when you see that companion spawn in battle you know you're close to out of troops, and get ready to retreat. Ideally that's your party healer, who you dont want going down early. So long as your healer isnt down, even if they haven't spawned, all your troops get the benefit of that healer's surgery skill. When your healer spawns, retreat. Thats how you don't get to cool your heels in prison from a failed attack.

Good karma+8 votes
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

look at Forums.taleworlds.com
it has some limitations:
64 items/effects soft-cap, more than this cannot be defined
sets count as one per each item in the set against that 64
the mod runs slower where a party skill is added to
items that have requirements to equip will not see the added stat in time (like a horse that needs riding 4 and your real riding is 3 but one of your items should add riding +1, you still wont get on the horse). But in this example, by the time you really have riding 4 and mount the horse, the item mod now gets you to riding 5 for purposes of movement and turning...

I added this both to Warsword Calradia and Perisno 0.7xx-series, but its not my original code. You need to put the modmerger framework into your source, which is in itself a challenge at first. Many modders use this as an early test their modmerger is set up correctly, before adding in PBOD for example.
Modmerger: Forums.taleworlds.com

Good karma+3 votes
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

not sure honor is completely redone. It started to be worked on then the focus went to magic. It may be a patch 1 focus. There is some change to honor currently but not as much as originally planned. Partly this is inheriting normal diplomacy source and partly waiting on the focus on magic to finish.

Good karma+3 votes
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

No. But I can address some of the "there arent enough weak bandits, foragers, and scouts" issues, among other things that have been cooking. I dont have time for a boutique build for necros; having to spend 90% of my time for one class is irresponsible. Its not a mod all about necros and only necros. I'm pretty much tired of making changes only for one class. I have very little time and I dont even feel the need to kiss anyones posterior. Its a free, unfinished, mod that has little documentation. This aint the place to get hints or tips for what to do. Its not the place for bug reports. Get all those and more at Forums.taleworlds.com

You're welcome.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

I dont have admin power in this forum so its not me. In any case, what I dont like is people trying the hardest possible class but not bothering to read the taleworld forum for the mod, which has tips, ideas, walk throughs and so on, then assuming that since you dont know how to do something its my problem.

You could, even as a hated class and skin, enter a human town if you hired enough normal human villagers to cross cancel the negative effect on party reaction city guards to your party. You count as 5 of your skin type, good or bad; companions count as 3, and normal troops/villagers as 1. So even if you were the most begative reaction for your skin, which would occur at Blazing Hand faction versus undead. 15 human villagers surrounding you from any faction except mages faction (which blazing hand slightly dislikes) would get you past the door guard, without having to use a disguise. The same could be said for a human entering orc villages -- with enough orcs hired outside the town, you could get in, trade, then when it became inconvenient to have so many orcs (such as you want to visit dwarves or elves) you could dump your excess orcs. You'd know that instead of assuming, like you said, since "assume makes an *** of you and me" as the idiom goes. What really burns me though is how for a free, alpha stage mod, people make demands on my time and figure they ought to micromanage me for free. Its a free mod. Enjoy or dont. I'm not paid to babysit; and you're not paid to take abuse. Thank God neither one of us pays the other.

I'll make a patch tomorrow, but what goes in it depends on my mood, time of day, and hours available. You wont be the only thing I need to do tomorrow, and will take last priority - as you should. We'll see what I have time for.

The only person that prunes posts is Guspav, and he seldom gets on. In any case, as you should know, Guspavs original mod is at NexusMods, in its unfinished 2017 glory, for comparison purposes. Necromancers work differently there -- and they are FAR weaker. So don't hassle me over one class. Phantasy 2018 is my mod; it has my rukles, it doesnt have any obligation to any other rule set. Nothing is canon. Go play his mod is you think I'm unfair about my own few thousand hours of freely donated time. Otherwise its furnished as is and your feeling its incomplete changes nothing. I agree, and now what? So what. I'm no longer available 50 hours a week. I'll try to slip in 3-4 hours a week. If thats unsatisfactory, go play his mod. Its at Nexusmods.com
You're welcome.

Good karma+2 votes
Phosphor1
Phosphor1 - - 1,336 comments @ phantasy patch v156b9

each patch has everything the previous one had.
I'll probably make another series v156 patch tomorrow late afternoon.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

In every case the issue is you're a necromancer. NOBODY wants you in their town. The sultanate is the nearest starting city to the undead town, which you have to walk to.

Maybe you arent meant to add to the necromancer skill. Period. It starts at 7 and stays that way, for a necromancer. You wont make companions into necromancers, so your hope of having 34 necromancer capable companions for the free weekly troops is blocked now. So I'm guessing you're crying tears and calling it a bug if you can't get your way. Maybe its by plan.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ phantasy patch v156b9

why get your hopes up by selling a scroll you can never use?

If you make a companion or spouse into a mage, they use all spells according to the magic ability skill they have. If you are in v156 or 155 and you aren't a mage now, you'll NEVER be a mage. If you are in v150, you do a quest to be a mage and then you can buy scrolls. It was mainly an oversight to sell you scrolls when you had no hope of ever using them.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

too many people messed up tournaments editing them and then complained, so players are not allowed tournaments right now. I have limited time, so when people complain and I dont have time for their complaint, that feature gets turned off until my mythical spare time decides if it is in fact essential to me. I dont spend much time in game on quests and tournaments; you might try something else.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

Make sure the Warband version is at least 1.168; 1.172 or 1.173 are good. You might have an old Warband version. The updates are at Taleworlds Download2.taleworlds.com

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Warsword Conquest

You'll need to update the Warband version from www.taleworlds.com check warband, downloads, re-use the same serial number you received by mail when you bought the game.

Good karma+1 vote
Phosphor1
Phosphor1 - - 1,336 comments @ Phantasy Calradia

you could also assume that tournaments and quests are the most problematic areas of the mod and the other layers probably mostly work. If you dont really need a quest, you can safely just not ask for any and avoid fretting over which patch you have loaded etc.

Good karma+1 vote