Final Rite quest also seems to be bugged, namely nothing happens after handing over the blood.
Final Rite quest also seems to be bugged, namely nothing happens after handing over the blood.
Seems to be some texture or material issues that need to be sorted with a new patch. Witch Hunter pistol is just white, same with the cloak for some golden armor set.
Have you thought about making a submod for Warsword adding those armors? They look pretty damn good.
Does this work with the monsters submod?
Seems to just be any archers who fall back that causes it. Not my own troops either, so whatever script is for enemy fall backs must be guilty.
Getting odd crashes when attacking skirmishers, might be the script which causes them to fall back being responsible. Does this require WSE to run?
Hey if you're going to work on an update, would it be possible to have a working economy lol? industries basically produce no money
Holy **** he's alive!
I'm going to be brutally honest but honestly the entire Empire art direction for this mod is awful. The armors are extremely crude looking in-game, and the concept art is often not much better. This is vastly different with the Vampire gear, which is almost identically modeled to artwork and tabletop, while the Empire/Tileans look nothing like either TT, artwork, or even real life armors, they're just obscenely crude with armors that wouldn't even work, no shaping whatsoever, and look worse than armors from Mount and Blade Warband mods. And it just being 'fantasy' isn't a justification for poor design, Warhammer has always paid close heed to historical styles for the armor of the humans, and especially with the quality of the Vampire Counts, the dichotomy in execution is jarring.
Is there a way to disable the corpses? The game tends to crash when fighting horde races when the bodies pile up too much.
Question; would the drastic battle mod work with this well? I absolutely despise the typical damage values of bannerlord and only play using it as I don't know how to adjust stats myself, as it allows you to tweak damage types and armor performances.
For the love of god Osprey is not a trustworthy source at all and the idea that the Carolingians had plate armor on their arms has no archeological basis whatsoever. Namely that plate is complete ******** considering it's trying to justify it based solely on Khazar finds from the other side of Europe, with no cross pollinating evidence at all. Western Europeans for the most part should not have any major aesthetic differences in this period at all.
TBH the cuirasses for the militia look awful. Not in the "it's shoddy quality' sense but just objectively bad from design. Warhammer Fantasy plate armor isn't unrealistic and has proper bodily shaping for the most part, even the Chaos Warriors.
Jesus Christ man what the hell did you do with the Roman armor, it's completely screwed up with who gets what. The heavy cavalry armor is only in the 40's and for some reason the lancers are wearing scale? Granted 1257 was absolutely terrible in Nicaean loadouts in the first place, but the Roman armor is all over the place.
Out of curiosity for someone who likes to tweak stats in the mod, will added gear be adjustable in the XML's, or running combat mechanic mods on top of it?
Regions shouldn't have differentiating equipment in this era. Especially for western Europe, there would be fundamentally little difference between infantry or cavalry drawn from France, Germany, Burgundy, Denmark, or even Italy. There would be a great divergence with the Eastern Roman Empire or Central/Eastern Slavs, but it is only once you shift greatly in regions that armor styles notably change.
This cross section is quite wrong in regards to the legs. Padded armor was never worn under metal leg armor in Europe in any period, with leg harnesses simply being worn over normal hosen. Hosen would likewise not have arming points, as the cuisse would be hitched to the arming doublet/arming belt. Padding overall is not typically worn under plate barring arming doublets/pourpoints/aketons, which themselves are quite thin and have more in common with a thick doublet than a full gambeson.
While a good model with a good helmet, the torso and arms are questionable while the main problem being that Kataphraktoi probably didn't exist past 1040 at all. More likely most cavalry would be 'kavallarioi', which is more of a medium horsemen able to pursue routing infantry whereas the Kataphraktoi was purely a scalpel tactic unit meant to cause routs. Their use was seemingly brief however, and by the 12th century Roman cavalry should consist of native 'medium' cavalry or Latinkon for any heavy cavalry.
This mod doesn't require WSE right?
He literally said in his post it's AD 1187, not 1243
Holy **** you're alive. How'd Uni go so far?
BTW, in the mod tools rar, which one is the program to modify the appearance of units in-game?
Best thing to do is to stock up on canned food and only go outside for restocking.
Could you please fix the raider bug? I'm past 150 days and I'm having raider mobs agro the f*** out of me. Suicidally so. It's not like they outnumber me, but just 10 dudes will chase after me no matter what I do. It's incredibly annoying in sieges as I'll be sitting there preparing to build a siege tower and get attacked by 10 individual bandit mobs.
Wyzilla
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