The newest version of Explorer! Join a faction, lay siege to enemy castles, raid villages, talk to the townsfolk!
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Explorer: Alpha!
Finally, the Alpha version of Explorer! is ready.
There are some bugs already, but for the most part, it should be playable. :)
Come join us on the braaaaand new Discord: Discord.gg
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Features:
Check the Article for features!
Important!
You should launch the game through WSE to play Explorer!
Edit: As of the latest patch, the mod is now compatible with the regular game launcher. However, there are still some missing features and possibly some bugs when playing without WSE - worst of all, the AI is both dumber and harder on performance!!! Please use the included WSELoader to launch the game!
Everything you need to play is included in the download.
To Install:
Step 1: download the mod and open the 'ExplorerAlpha.zip' file.
Inside you will find a folder called "Explorer". This is the mod! Copy and paste it into your /Mount&Blade Warband/Modules/ folder!
The location can vary, by default this will be in C:/Program Files/ or /Program Files (x86).
If you bought Warband through steam, it will be in /steam/steamApps/common/
WSE Version:
Step 2: Launch the game with the included launcher
You can find it inside the Explorer folder we just copied over.
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Inside 'WSE Lua'...
Run WSELoader.exe to launch the game
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Once you run WSELoader, the regular game launcher will open. Besides allowing modders some extra features, it also fixes some crashes/bugs with Warband in general. It works with any mod - it is just a replacement for the default exe. I would recommend always launching the game with WSE: You can make a desktop shortcut by right-clicking and then it's no extra hassle compared to the default launcher. There are also extra options you could play with, like infinite corpses or memory optimisation, but I digress...
Steam/GOG Install:
The mod is totally compatible if you bought through Steam/GoG, but you may need to take some extra steps. First of all, you still have to use the WSE launcher. Because of this, you might need to enter your activation key when you launch the game (the same way you would if you were to launch Native this way.)
If you get an error that says dll files are missing, it is likely because of system permissions. To fix, move the contents of WSE Lua folder into /Mount&Blade Warband/ directory, or change file permissions!
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Known Issues:
- Everything looks dark/black after zooming in/alt-tab: If you have Depth Effects enabled, you must also enable HDR, or else you will have these issues.
- Dx7 is no longer compatible, now unsupported - playable but with (major) graphical issues
- Errors/issues with second screen of Companions Overseer
- Rhodok towns still use (small) Native scenes
- Some characters will use default talk (tavernkeeper, guildmaster, etc)
- Hunting animals do not appear in appropriate locations (eg bears in the desert)
- Some interior scenes are very dark
- Banners/faces/hair unlit by torches
- Others I will remember later
Notes on Performance:
Overall, this mod runs more efficiently than Native. However, this mod also uses a lot more resources overall - most of this is due to the large amount of new textures.
Dx7 is no longer supported - as such, if you are experiencing lag/crashing playing in Dx9, here are some things you can do to improve performance - in a rough order of effectiveness.
- Un-check Load Textures on Demand in the launcher Configure tab
- Disable HDR/DepthEffects/Anti-Aliasing
- Turn on Fast Water Reflections
- Reduce Texture Quality - this will save the most performance if you have low memory
- Reduce Grass amount - having this too high can cause crashes on the large random scenes
- Other Quality options (trees, character shadows, etc.)
If you have tried all of these and still have bad FPS issues, try changing these settings in the Configure tab from the game launcher:
- Force Single Threading
- Use Pixel Shaders
Whether they should be enabled/disabled or not depends upon your specific PC setup.
You might also have worse performance if you have a large amount of companions with unique armour. It is much more efficient to load the same armours (less texture draw calls) so if you have 200 companions each with their own unique look, it will be much worse on performance than having 1 or few armour types shared across 200 companions.
enjoy !
Can't wait to try it out. Thank you for the continued work on this unique mod.
Thank you Master_Rawl!
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Finally! I will try it
Game crashed after travelling through some locations. I did follow your advice to press "L" when I saw the error codes but it still crashed.
Also a bit confused about the compass / how travelling works.
I started in the North City (dont remember name) and I travelled west along the coast.
Then in the next scene my character was facing east even though I came from that direction?? At least it's what the compass showed.
Also when towns people plot a location on your map I didn't get any "dots" on my map.
Also please remove the Raven! You can travel through the next location with it and your companions follow the Raven as you fly around. It sort of ruins the immersion having it.
And many times companions don't follow you or follow your orders.
And why can't I kill farmers? I should be able to attack whoever I want.
Other than that I enjoy the game
Hmm, maybe ESC is better than L for this?
I forgot - the compass is upside down in certain cities. The thing is, they were made to face South, and I needed them facing North. So everything is inverted (player spawn, map borders) but I forgot the compass. But now you know why!
-redownload for to fix the map, sorry
-You don't have to use the raven if you don't want to. :P If it's too tempting, get a lance and stab while flying and it should kill your raven ;) I thought I would remove it eventually but it's grown on me a lot. What other mods do you fly around as a bird? Eh?
-Companions not listening to orders: Just fixed this as well, though now they will be alarmed whenever they have weapons drawn. I'll try to fix properly some other time.
-If you have negative relation to a faction you should be able to attack all their parties, incl. farmers. Unfortunately I haven't done any of the dialogue for villager encounters so you will have to start by fighting a lord etc. Some day I'll bring back the "drawn weapon aggression" but it will have to handle the new alliances and team system.
Thanks tommacool!
Thanks for the reply and info! I will try and re-download it.
But the crashes sort of ruins it for me. Hope you will fix it!
A new version has been uploaded - if you get a chance to try it, can you tell me if you still crash?
Eager to try it. Thanks!
Thanks The Bowman :)
Companions don`t follow me after leaving an area.
Hey everyone - I quickly reuploaded the mod to fix some teensy tiny issues. If you got it earlier, you can redownload for:
-Map fix
-Castle scene fix
-Companion follow fix
It's all savegame compatible.
Another patch will come eventually.
Thanks!
I was about to comment why map wasn't showing.
Awesome! Thanks so much!
Really fun already. Only unfortunately has crashed on me 2 times now, at completely random occasions. Also the companions don't seem to follow very consistently. Sometimes they do, sometimes they don't, and when not they walk independently without command.
Hoping so much so will continue with this!!! :)
can you help me, it crashes after 1-2 minutes in the game, i tried as administrator, in windows 7 and 8..i still can't find a solution for it
Join the discord, we can figure it out
This is speacial mod. Mod of the year !
Thank you, quanghoc! :)
Made this account just to comment this mod :) great mod, keep up it got potencial!!
i have idea for maps that u can buy, when u have it in ur inv u can see villages, castles and towns.
Thanks SpartaSlo! You can buy map info off of Travellers in towns already. Maybe in the future maps will be tied to items that you have to purchase.
greetings dear author , i hope your mod will be the mod of the year
i have one issue when heading north of Tulga , some village with wall is closed but with glitch i can see what's inside but i cannot enter
should i join the khergit faction or is it considered as a bug?
thank you in advance
Go ahead and join whatever faction you like.
Which village are you talking about?
i forgot the name of the village but it's up north after the first time you play and might checking up later and i hope i'll sent you a screenshot later
anyway everyday i click on moddb and i have only one hope , this mod for sure keep up!
can u add artillery too
and let us build siege engine in camp
wooooooow... awesome.
Im eager to try it !
just finishing my download.
This could become the best MOD ever....
Actually, even the future of this game
I played a little, and I have some suggestions :
(even though I was not being invited to participate in the test group, I will leave some suggestions).
*I did not find the button to exit the game (I had to exit with CTRL + DEL).
*I found no place to designate the position of my soldiers. Ex: I like soldiers on foot, be called infantry. When mounted - cavalry.
I gave a horse to all the foot soldiers, however, my soldiers did not respond according to their supposed designations. I hd to used (0) - all troops command to manage them.
* sometimes the soldiers obey, and sometimes not. Especially if you give some order with the special formation commands. depois disso, so obedece com os comandos especiais, até que vcê mude de cenário
*The map is confusing as it does not point its location in real time. Your position changes on the map only when you change the frame..and this is very annoying since some frames takes a few minutes until you can cross them completely. a map that accurately points out (in real time) its location would be fantastic.
*The map is not accurate. I've been to the side of a village and in other time a castle (according to the map) and yet, I had to go through several frames until I reached them.
*there are still problems with the frames ... sometimes they take you to totally opposite directions (eg in the previous frame, I was walking north ... changing frames, I was going to West)
*the raven's idea is excellent.(if the person does not like it, just do not use it... but I find it difficult, the idea was very good) not only to move faster, but also to see the frame better - in a more complete way. formerly used falcons to find the location of prey, and troops / crowding of people near by (so I do not feel that it interferes with the immersion).
But there is a problem ... your avatar moves, every time the crow view is triggered. Sometimes I just want to be able to have a better view ... and this is not always possible even by triggering the crow and pressing the (S), which slows your movements (but does not always prevent your avatar from moving). sometimes it works, some it does not - it's very random.
*Every time I meet some army, group / merchants, even being super far, they start a dialogue with me. I prefer it as it was in the previous version ... where they only spoke to you, if you started a dialogue (pressing F). Otherwise, and if he had his weapons stored, he could pass between them, without any problem. but if you approached with some weapon in hand, then they understood it as a sign of aggression, and they attack you (in that way, I think it was more real).
*I could not loot a city.. I think it would be a lot easier if I could get to the village and give the order of attack, and that would trigger the looting mechanism.
*the plunder system in the field, after a battle.. I think it would be better if it were automatic... and go all to a common bag / inventory - from there you could assign a self-lothing and upgradde your soldiers, and storage to sell at the market. It is very difficult to locate each chest in the field, break it... I think this breaks down a bit the flow of the game.
*Even with a large army, and allied to a kingdom, and with extra soldiers with a second lord, I could not attack a castle from a rival/enemy kingdom. Not only did I could not give a combat order, but my soldiers disappeared as soon as I entered the castle's frame.
Having said all of this, I would say that you are a genus, and your game has the potential to become a new concept (even better one) along with the Mount & Blade franchise such as (VC and NPW)... you just need to polish a little more. Great MOD !!
You may still not have noticed, but you did something (with a little or no help and with low budget), something that TaleWorlds should have done (and failed). Keep up the good work, I foresee a contract with TW for a new franchise.
just to add a few more things :
*the game is stable
*It flowing perfectly
*I have not experienced a crash, a lag or bug
*The function ( P )it's genius.
*Recruitment is easy and normal
*The possibility of expanding the map in the tavern, or talking to peasants or soldiers in the cities and in the fields is great (genius).
Not to mention that I tested on a weak laptop, since I was finishing a job on my computer.
Man, the immersion that it gives, to be able to put its soldiers in formation in the field, and then to go straight to a village or city, is surreal.
Really great MOD.
Thanks for such a large detailed post masterssplint! You raise a lot of good points. One thing about the raven, your troops on the ground will still obey commands. So if you dont want your character/army to follow you, just tell them to hold position with F1.
How do you earn money in this wonderful mod?
Can I join tournament?
Does food have any purpose in this mod?
Are skills like pathfinding, tactics, surgery, wound treatment and other party skills, usable in mod?
The mod is really great. I especially enjoy looking how my scenes look like with the new graphics. :P
After playing for a while, I can point out the following details that they need to be addressed:
- even though the game is generally stable, I have encountered cases when it crashed. It happened twice when I encountered the guard at Durquba, just immediately as the dialogue window popped up.
- 4 miles south (or west) of Suno, the game crashes with a RGL error. It says that the mesh „grass” is 66000 vertices, and recommends to split them. So far, I have not found any mesh that is 66000 vertices. It would be work looking into it though.
- As a matter of curiosity, I was wondering whether you are using the newest version of my scene pack. The three most recent iterations have focused around overhauling three Swadian towns, two Vaegir towns and all the Nord ones. I have also overhauled absolutely all the interiors and associated scenes for all the towns. For example, when you look through the window of a tavern/teep/prison/shop interior, you will always see a mock-up of the town itself, as to keep the consistence. Dhirim lord's hall is awesome too. ;)
Sadly, the Rhodok towns will not come any soon.
- The riverside towns still lack a terrain border that extends the river itself. I guess it is a known issue.
- As a future idea, it would be good if there were actual roads between the towns and maybe some villages. The parties that travel along it would follow a set of waypoints, kind of like siege towers work right now.
- I would love to see the bandit activity and interactions expand. I have always wanted to recruit steppe bandits, raid caravans and interact with a hideout that would act as a recruiting pool and a safe haven. I was also thinking that you could make it easier to persuade piligrims (pesky beggars) to join a bandit group.
Hey there! Glad you gave it a try.
The grass mesh error is a common one with large scenes in many mods. Just reduce the 'grass' in video options and it won't occur.
I didn't update to the rehauled towns unfortunately, since I had made edits to all the scenes. Especially changing the flora to work with Polished Landscapes, and having to do it twice for the walls...
I also add a few entry points to towns and interiors, and didn't want to take the time redoing it all just yet. :)
I agree about the bandits. Eventually the player will be able to join and recruit from any of the minor factions - merchants, manhunters, etc.
Can you add drinking and eating in the game? like let say you come to a lake and if you have a water bottle you can fill it?
Because travelling for a long time you should be able to have to eat and drink.
So your hunger and drinking "meter" should deplet a little each time you travel for let say 2 miles?
I'm not against it but it probably wouldn't be a priority
I don't like that Idea of yours it will be hard to play the game thou
I remember when i played this a long time ago, and today i see a new version, wow really good mod, i love it!
Discord Invite is invalid.
Looking forward to this BTW.
Try here:
Discord.gg
hello, i play on mac version of MBW, i can run the mod and it seems to works pretty well but the graphism are very poor and may have not loaded. Is this a known problem? is there anything i can try to fix this? (you may have noticed that english is not my first language, please be flexible)
Thks for all your work anyway!
Why is everything in the area all white? what should I do to fix this?
Few bandits.
only patrols are there and some mercenaries, I hope they will put more bandits and less patrols.
How to install
This mod needs to be updated on high rate
thank you 4 makin this **** not for pirates. hope your mom will suck davy jone's tentacles all her life(2 yearz) for your **** (:
die out of cancer son of a ***** :)
долбоеб высрал мод работающий через пизду собаки. чтобы нормально поиграть в это дерьмо нужно купить игру на тейлворлдсе за 20 потому что по-другому ( при покупке в стим/ГОГ (скачали и установили со стима/гог)) для ебаного лаунчера игра окажется не активированной.
for that this bro.
как устанавить
Здраваствуйте, обожаю этот мод( хотя еще не установил) 1 вопрос вы улучшаете его,? /
Man when i start the mod the letters gone crazy how can i fix it
Hey there, this might be an issue with fonts when playing with Mac/Linux? Check this steam thread and see if it helps:
Steamcommunity.com
This issue is not on the mod's side, there is some bug from the game itself I guess.