A small (in file size terms) addon for 1257AD v1.13 that add various OSPs and other things put together to enhance the base mod.
This submod is outdated and ceased development. Go to the new Taleworlds thread for updated info.
Features:
Custom Troop Trees
KAOS Political KIT (Start as King, Prince or Vassal). Player receive money (random) and equipment. Quantity and quality depends on the player ranking. Different countries receive different equipment.
Troop ration bar in battles (RUBIK)
Player can inspect troop equipment
Can give troop orders to switch to additional weapon types (Caba`drin)
Bodyguards in scenes (Caba`drin)
Player actions in sieges and raids (Caba`drin)
Calvary that loses their horses become infantry (Caba`drin). Additionally, cavalry is automatically assigned to infantry during sieges.
Archers that run out of ammo are re-assigned to troop type 5 (Caba`drin code with minor edit)
Indictment spiral fix (ZSAR)
Changed kingdom's culture (you couldn't before, just the religion)
Translated troop and party names fully (lords still have original names)
Balanced troop stats
Increased bolt quiver capacity to 40-45
Player receives troops if noble start selected
Factions will spawn scouts, patrols, foragers, war parties, mercenary companies. The number depend on the amount of towns or/and castles they have.
New party spawns: rogue mercenary companies, fugitive serfs and rebels (beefed up peasant rebels)
Faction resurrection implemented
Player can kill prisoners, excluding lords
NPC lords will train their parties daily with trainer skill just like player does
Always choose side when joining battles
Post-battle kill count (v1.2)
Game menus to change various things like party sizes and merchant respawn rates and item count (v1.3)
Player gains renown if he kills enough enemies in a battle (every 5 kills = +1 renown) (v1.3)
New visit camp feature (v1.3)
New textures for female faces (no more ugly women!) (v1.3)
Bugfixes:
Fixed manor bug (copies of player scattered across the place)
Fixed some troop name misspellings
Fixed Venice having Iberian culture instead of Italian
You need the base 1257AD 1.13 version installed in your modules folder. The reason for this is because only the source from 1257AD is open source, so i cannot redistribute the assets around. Just extract the contents of the archive into the 1257AD folder and replace if prompted.
A new game is required. Will work with graphic mods as long as they don't replace the files included in the archive.
Report bugs, suggestions and see the changelog at the Taleworlds forum.
Credits:
1257AD team for the base mod
Me for putting all these stuff together and bugfixing it
Lazeras for KAOS Political KIT OSP
Caba`drin from Taleworlds forum (several OS code pieces)
RUBIK for troop ration bar
ZSAR for Indictment spiral fix
Other people at Taleworlds forum for helping me fix some bugs
This is a must have for this mod! Awesome work!
Thanks
What about horse textures? Great job btw.
It doesn't add any new textures in the current version (v1.3 adds stuff for female faces) so i recommend you to use the repolished addon in the 1257AD subforum. It will work with this if the author didn't rename the textures to something else.
open source? medieval conquest on steam basically copy paste this mod and called it theirs but inspired by this when its basically the same xD
Why traders in towns don't have anything?
Yeah I also have this problem + can't recruit lances in literally any of the towns/castles... specials and local mercenries are available, but lances are always 0 :\
I forgot to call the scripts that give item to merchants at the game start. Same thing about the lances. The workaround is waiting 72 hours for merchants and 168 hours for lances. Or just set the options to something lower so they update faster the first time. This is fixed in v1.4
EDIT: did a quick test starting a new game as Novgorod and the lances are there. What faction did you play as?
Polish Principalities
Did you also had the lance bug?
I could recruit lances from my village, so propably no.
I've been using 1257AD 1.13AP Repolished v1.4 Submod over on the TW Forum for a while now. Any reason I should use this over Repolished?
Did you read anything in the description of both submods? If yes you would know that this changes gameplay related stuff, while Repolished mostly changes graphics, and that both CAN be used on top of each other.
My bad, I need to stop skimming things. Thanks.
i can't kill lords, help!
You must be mistaking this for medieval conquests. You can't kill lords here because that's game breaking (no new lords can be created so the map eventually becomes empty).
I found this weird problem, whenever a peasant woman is in battle she is unkillable, and if you cheat to kill her the game just crashes
This is unconfirmed. I didn't found this bug here. But i will reinstall 1257 and paste the reloaded submod to see if it's a missing things related to female bodies.
Thank you for taking the time to do that
It’s crashing when choosing certain face gen for hair
Confirmed here. I will try to fix it.
Hey there, apologies if I somehow missed it: But does this version fix the original 1257AD bug where during sieges the attacking AI would refuse to shoot?
It would be worse especially when you are the defender or a freelancer in the attacking army, since you cannot give orders to them. Or if a friendly lord joins you in the attack. The archers will just stand there and get killed.
In case not: I think the only version of 1257AD I know that fixed it was the modded2x from 4chan (with open source code and all), but the dev abandoned it..
Apart from the fix it also includes much better textures/models for the world map, arabian scenes, coloured UI and some other small goodies etc.
Do you think the above mentioned would be worth looking into for your submod as a possible addition?
Github.com
Thanks for at least considering it. :)
Oh, and forgot to ask: Does it also include the upstab/shield overstab animations for polearms/spears?
Sorry for the barrage of questions.
I tried and thought i fixed it on v1.4. But now that i checked it's not working as intended.
About the above mod, i used vanilla 1257AD as base in creating the addon so it doesn't have any of the features that the modded version that you posted have.
The reloaded submod will probably work with the modded 1257AD if you don't replace the modded item_kinds.txt with the reloaded one.
Please fix that some units (especially Scottish, Welsh and Moorish) don't have the boots ticked in the troop trees, and therefore they don't necessarily have footwear which results in invisible legs :\
I added boots and shoes to higher tier welsh units in v1dot4. The lower tiers are supposed to be like that, since they were poor as f***.
I do understand that, but since the mod uses full-leg boots starting from the hip (vs. vanilla half-leg boots starting from the knees) the resulst are invisible thighs. There is a "full-leg" barefoot model among the boots, give them that...
hey man you should really just create a new mod page for this... i really like where this is going, theres a lot of good features and osp from the viking conquest.. hopefully you could try to convert those to this mod :)
I don't think a separate mod page is "alright" with the devs. I respect the work they put in this mod.
About viking conquest features: i will take a look at that. But it will probably take a lot of work and i currently don't have the time.
bro, Devs already abandoned this after releasing the osp couple of months ago. A seperate mod page doesn't have to disrespect them, Just name it as a modification to this mod or a fan continuation with their name plastered on the mod page. I'm pretty sure they will be happy if someone who has deep respect for them still showing support and taking it into their hands on improving or adding more depth to the mod they no longer able to update or support. All it takes is prob ask them.
oh yeah btw i started as a princess for guelphs, i checked my notes and i didn't have any family members or stated as a vassal.. I also started as a prince for the teutonic order and my name was changed to livestock farm for some reason
I will contact the devs. Thank you for your suggestion.
About the bugs: Indeed Guelphs start is bugged. But Teutonic Order start didn't show any problems. I fix it.
Great work, mate. I've been playing this for the past week and love what you are doing with 1257 AD.
Would you like us to post bugs here or on another platform?
Post about them on the Taleworlds forum.
How do I change my kingdom's culture? None of my court gives me the option.
Did you assign a companion as a minister?
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For some reason none of the party size modifiers under the reloaded options work. The funny thing is the prison management works completely fine. I tried all of the options to modify the party size from base size,size for faction leader,marshals etc.
Do you mean your party size or NPC party size?
Nevermind. I forgot to modify the script that changes player party size, so only NPC lords got the changes. I fixed it now and it will be in the next version.
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Hello,I have question,why I alawys have to start at Bremen,I am playing for HRE.In previous version of AD1257 I played fron Nordlingen,I started game again and again,until I was lord of Nordlingen.BTW this is the best staring position for HRE in my oppinion.But now I am able to play only from Bremen.Can the towns be assigned randomly again,please?
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How can I recruit my custom troops with lance recruitment systeem feature ON? Is it possible at all?
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There is no pirate and bandit on the map,no matter how much I edit parameters,There are no bandit at all on maps :(
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Hello, I have a problem here. Whenever I recruited some patrols from my Constable, they have only zero troops. Can you help with this bug, please?