Okay so turns out the issue about the scope not working was just that it wasn't set up properly for the SG 550 which I was testing it on. Works fine on every other BaS weapon but on the 550 the alternate sight is broken
Okay so turns out the issue about the scope not working was just that it wasn't set up properly for the SG 550 which I was testing it on. Works fine on every other BaS weapon but on the 550 the alternate sight is broken
I'm getting an odd issue. Mod doesn't crash, all guns are in and working. However the backup iron sights/alternate sights don't work. Whenever I use the button to switch to them the weapon does unzoom from the main scope but instead of switching to the alternate one just stays at the hip.
Two, some of the scopes from the mod are slightly transparent. This might be an issue with the shader I am using but it doesn't happen for base game scopes, I've only noticed it happening on the ECLAN SpecterDR sight from BaS. I have not found or tested any other scopes so I don't know if it's all or just this one. (Edit: yeah shader issue)
I have installed the engine mod .exes and both issues still persist. BaS was installed last on my load order via mod organizer.
It is a possibility but it is not much beyond that, and we make no promises on that end
I will release an update touching on this shortly in fact, so stay tuned
We're not planning to make anything related to this project set in the early 15th century.
However I can recommend a mod for Warband currently in the works set in the year 1429 called 'Deeds of Arms and Chivalry', it's a great project to keep track of if you want to satiate your itch for that time period.
While I personally would love that, speaking as a dev we can't give an answer on the nature of combat yet since we're right now focusing on assets, scenes etc. Balancing will come at a later stage and changes to combat will be more discussed then
We will of course not leave any native factions. But besides the two english factions, we're also planning to include the scots and the irish on the british isles as well.
It's a possibility, but currently we're focusing on the british isles and we'll do that until we reach a satisfying end product there. Then perhaps we'll move to the other parts of europe, but it's a large project already and devs are doing this on free time as a passion project.
No, this is historically accurate for the period
The first release will only feature the british isles. Once we reach a satisfying state there we might expand to elsewhere in Europe.
There will be tournament equipment yes. We can't promise that jousting specifically and jousting specific equipment will be added, even if we do wish to add it if it is possible, however melee tournament equipment will definitely be a thing.
Long story short, the mod is 'dead'. I do want to keep working on it but I've got a new job and other projects to focus on, and this mod was never my primary focus, so it's not being developed at the moment.
I might return to it at some point and provide the mod experience I've been wanting but unfortunately I have too much going on to do that currently. I might still be working on individual items etc, but I will not be posting updates on this unless I've decided to revive it for real and have something very substantial to show, which might not happen.
Sorry to people looking forward to this, but real life got in the way.
How was this done, technically? I'm guessing the polearm is unable to be sheathed and somehow doesn't take a slot? Or did you manage to add extra slots?
This mod is meant to be as historically accurate as reasonably possible, and that also means representing the weapons, armour and architecture right within the various regions. Most mods who do large scopes like the entirety of europe don't go into detail with those items in the way we're doing. There's many differences between the armour common in england, france and germany for example with lots of variations within each style.
By focusing our scope down to a specific region and period we're able to represent the reality of these styles more faithfully. Sometimes, less is more.
The mod is of course still in development. But as any large project these take time and progress while steady isn't always fast.
We'd like at least for minor gameplay changes to be possible and work without requiring constant maintenance each time an update drops.
Probably not this year, considering that Taleworlds has yet to fix the base game. We can't do any major changes to gameplay with the game in the current state
It will be quite a while yet. The game isn't released in its full state yet and it is too unstable to mod beyond visuals. When the game releases we might be able to give a potential release date but as it stands now it is way off.
Considering you're getting this amazing mod completely for free, maybe you should stop acting so entitled
Our discord is not public at the moment, however the possibility of opening it up in the future does exist.
The discord is not open to the public yet, though we might open it at some point
Just to re-iterate what I said in the blog a few weeks ago, do not expect constant updates for this mod as it's a side project for me and not my main focus. But progress is being made slowly and unless I put out a statement saying it's dead, it isn't. It's just slow and will take time. I might switch focus to it more in the future, and if that happens development will speed up, but for now that is not the case.
Currently there's no direct plans of adding that, but we haven't ruled it out either.
I'll have a look, thanks for the heads up
If you have any good sources for livery feel free to send them our way, we're currently lacking a bit in that area.
If possible, and something we can achieve, it will definitely be considered. But we can't promise anything on that end.
Speaking personally I'd love for that to happen but that'll be up to our coders to figure out.
WB is a lot less daunting to modify solo than Bannerlord. The setting was initially thought out for Bannerlord but I can't realistically get it done there in any reasonable form, so I thought I'd do it for Warband and hopefully train up my very lackluster texturing and modeling abilities along the way.
With the already available resources it gives me a much needed step to work on.
So I accidentally deleted the new article I posted with the roadmap and planned features. I contacted moddb support and it'll hopefully be re-instated, otherwise I'll have to re-write it.
Colourful clothes is definitely something I'm hoping to get in, but most of the extravagant ones (if you mean with a lot of puff and slashing) are a bit past the period I've envisioned as I am trying to keep it inspired by the actual 1470s.
The rest are things that would work well in the mod but not something I have the knowledge to implement at the moment. I won't rule them out in the future depending on how deep I go but for now the focus is simply on getting the factions done and reasonably fleshed out.
I have played quite a lot of Claradia 1417 and I like it, but it's different from what I am trying to accomplish. It's also a lot more in-depth and made by a modder with far more modding knowledge than me so using it as a base would be going in too deep.
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