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Mount&Blade Expansion => Mod Graveyard => A Song of Ice & Fire => Topic started by: hurleur on May 02, 2010, 02:11:51 am

Title: ASoIaF porting to WARBAND
Post by: hurleur on May 02, 2010, 02:11:51 am
Hi

I am back to work, every help is welcome!!!
Title: Re: Back to work (still need help)
Post by: VonLowe on May 02, 2010, 09:50:45 am
Glad we can finally get this off the ground again. I am happy to headhunt talent for us if you give me a list of what you need.
Title: Re: Back to work (still need help)
Post by: hurleur on May 02, 2010, 10:00:21 am
All talent are welcome !!!

 
Title: Re: Back to work (still need help)
Post by: VonLowe on May 02, 2010, 01:24:23 pm
Good news I recruited  Lueii to the team. He has been working on the "Lions of Calradia" mod for WarBand.

We need to see what can be ported over and what cant. Is there a reason we arent going to port straight to Warband? Ideally that would half the effort in porting the mod.

@ Hurleur did you make a completely new map or just port the old one? From the map pics you posted it looks new.

@ Lueii what would you consider your specialty? We would like to port in total to WB but it may be easier as Hureur suggests to redo much of the original textures and such.
Title: Re: Back to work (still need help)
Post by: lueii on May 02, 2010, 01:45:14 pm
I'm a borrower.  I usually take from M&B what I need, or other mods.  I do make decent troops if I do say so myself.  I also rename and reequip lords.
Title: Re: Back to work (still need help)
Post by: VonLowe on May 02, 2010, 02:17:34 pm
Should be no reason for us to create too many unique items. Most we should port from source file. Hopefully. Have you had a chance to look at it yet?

@ Hurleur you have a new source file for us to work with?
Title: Re: Back to work (still need help)
Post by: hurleur on May 02, 2010, 05:13:30 pm
all things are new , lueii can u use module system? because i do not want to work with editor.
Vonlowe what can u do?
Title: Re: Back to work (still need help)
Post by: VonLowe on May 02, 2010, 06:26:01 pm
I am learning scripting but other than that just organizational skills and I can recruit
Title: Re: Back to work (still need help)
Post by: hurleur on May 02, 2010, 11:34:53 pm
Can you learn texturing?
i was thinking to give all modder a faction troop tree to do .( troop with textures too )
Me i do Stormland , Dorne ,and maybe the reach
 to do ; the North,
            The Westernland
             The vale
             the riverland
             the crownland
Title: Re: Back to work (still need help)
Post by: lueii on May 03, 2010, 04:37:44 am
I have an idea!  I can get this ported to warband without the scripts if you make one with the scripts.
Title: Re: Back to work (still need help)
Post by: VonLowe on May 03, 2010, 06:24:33 am
Sweet! now we just need someone who has scripted warband before.
Title: Re: Back to work (still need help)
Post by: hurleur on May 03, 2010, 09:26:01 am
I don t have warband so i do mod for native
Title: Re: Back to work (still need help)
Post by: VonLowe on May 03, 2010, 10:11:37 am
Hell ill buy you a copy of warband if it gets it ported
Title: Re: Back to work (still need help)
Post by: lueii on May 03, 2010, 02:45:21 pm
Is it agreed then?  I'll need the map.  I can maybe get it ported to M&B as well as WB.  Please contact me and I'll get to work.  Also, are we using the old Mod as a base?
Title: Re: Back to work (still need help)
Post by: VonLowe on May 03, 2010, 04:08:48 pm
I think that would be best. port what we can and then work from there eh?
Title: Re: Back to work (still need help)
Post by: hurleur on May 04, 2010, 04:09:15 am
 Here is a link for show u what i have all ready done  .

 This is not a beta just a little demo.
http://www.megaupload.com/?d=YXG01DV3


Title: Re: Back to work (still need help)
Post by: lueii on May 04, 2010, 05:14:08 am
Hurleur has given me the demo.  I will see what I can do.  I'll help on M&b and port to WB
Title: Re: Back to work (still need help)
Post by: hurleur on May 04, 2010, 05:16:10 am
And what do u think about it?
Title: Re: Back to work (still need help)
Post by: Clegane on May 04, 2010, 09:08:44 am
Stickied, so you can see it always at the top.
Title: Re: Back to work (still need help)
Post by: VonLowe on May 04, 2010, 01:43:33 pm
ho Clegane how ya been!? Here to help us raise the dead?
Title: Re: Back to work (still need help)
Post by: hurleur on May 05, 2010, 02:23:27 am
Now i will work on Warband version (Thx VonLowe)
Title: Re: Back to work (still need help)
Post by: Clegane on May 05, 2010, 03:08:27 am
Im back yes, ill log ocassionally till the end of may, ill do mostly troop trees, equipping troops, lord names, introducing new items, maybe get to ask some talented artist to have some banners done for the factions and/or specific lords... Warband introduces many changes that are awesome for the mod, like politics and marriage (pretty much the same in ASoIaF  :lol:), ive spotted some plate armor pack by narf that has some tasty items too.

Narf Plate pack : http://forums.taleworlds.com/index.php/topic,100949.msg2526671.html#msg2526671


On the other hand i dont really know how to port all the code and scripts made by sparehawk to Warband, so might help if some of you guys know how to.



PD: BTW gonna take a look at the map you made, can you remake the demo for Warband?
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 05, 2010, 03:49:20 am
Yes no problem,  the  Lord name and the banner are done(we can put more later)

 You can do a troop tree if u want Notrh riverland and Reach are free
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on May 05, 2010, 03:49:58 am
Well i was taking a look at the map and its fine, there is one problem though. Some castles must be cities (Highgarden for example), so that will need to be tweaked in the future.


PD: Ok i'll take a look at those then. Btw the Sarranid items and other new ones from the khergits could fit well for Dorne, but lets not have them look too arab-ish.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 05, 2010, 04:26:54 am
for the city , it's intetional , i olny put the bigest city on my map.

 for exemple   King's Landing more than 500 000 population
 if you look some Village i put on my map are in realty castle in westeros
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on May 05, 2010, 05:10:27 am
So, whats the pop on Highgarden? because its the capital of the Tyrell, might need to be made a Town like Lannisport or King's Landing.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 05, 2010, 06:15:09 am
Strongholds of A Song of Ice and Fire
From Wikipedia, the free encyclopedia

Much of the action in George R.R. Martin's epic fantasy series A Song of Ice and Fire takes place in and around various strongholds of note on the continent of Westeros. The strongholds of Westeros can be broken into three general categories:
Cities: These are large settlements with tens or hundreds of thousands of inhabitants, centered on or located near a major castle or fortress. There are only five settlements in Westeros large enough to be called cities: King's Landing, Oldtown, Lannisport, Gulltown and White Harbour.
Towns: These are smaller settlements of a few thousand inhabitants, dominated by a castle or fortress. There are many of these across Westeros, but the only ones to have played a major role in the books to date are Duskendale, Stoney Sept, Maidenpool and the Shadow Town next to Sunspear.
Strongholds: These are castles or fortresses which stand alone, or are located near a small supporting town or village. Castle Black, Darry, Winterfell and most of the castles of Westeros fall into this category.

Highgarden

Highgarden is the seat of House Tyrell. Overlooking the River Mander, the castle is a strong fortress surrounded by rich fields. The castle is noted for its gardens. Fruit and food which comes from the area is often called 'the bounty of Highgarden'. Hawking, hunting and riding through the verdant countryside is a favoured occupation of the Tyrells. Lord Mace Tyrell rules over the castle, but with him currently leading an army in the siege of Storm's End, the castle is currently under the stewardship of Lord Mace's son and heir, Willas.

Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on May 05, 2010, 07:13:45 am
Interesting, so it should remain as it is, its a shame no one makes scenes, we could really have this big scenes for important places.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 05, 2010, 08:05:46 am
That s the thing, no one want to do scene !!! :lol: :lol:
Title: Re: ASoIaF porting to WARBAND
Post by: VonLowe on May 05, 2010, 09:26:51 am
We can tweak it for a later release after we recruit a scene editor
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 05, 2010, 10:07:01 am
Sorry but i don 't think we can found "Scene editor"
but i have a task for u if u want
VonLowe:
 Can u vist all warband castle Scene and say what scene fit better with Asoif castle?
   for exemple  
Nelag castle is goo for Winterfell etc...
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on May 05, 2010, 12:54:38 pm
Well that can be done as we play testing for bugs, not many mods have custom scenes anyway.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 05, 2010, 12:59:58 pm
The map is on Warband now. And all Renly lord too
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on May 05, 2010, 02:14:56 pm
Do you need names for Lords of any faction?, btw now with the new politics & marriage system of warband we should be using the names for the ladies that appear in the books (Cersei, Catelyn, Margaeri) and stablish their links with the Lords (sisters,wifes,daughters..)
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 05, 2010, 06:07:12 pm
All lord are in , for familly it will be not so easy to do. I look at this tomorow.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 06, 2010, 10:24:25 am
I work on the family tree

(http://img683.imageshack.us/img683/8093/tyrell.jpg) (http://img683.imageshack.us/i/tyrell.jpg/)
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on May 06, 2010, 11:05:15 am
Superb work!
Title: Re: ASoIaF porting to WARBAND
Post by: VonLowe on May 06, 2010, 08:03:22 pm
When you are ready can you upload the warband version so I can take a look see. Thanks
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 07, 2010, 01:38:36 am
Don t be so hasty, i wait some troop tree and i ll upload something ok?
 Who can make research for me, i need to know good production for each part of westeros.
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on May 07, 2010, 04:16:45 am
I will give a try to see what i can think of for the North and the Reach, btw Riverland isnt a part of the Starks? also you should re-equip the Dorne troops with sarranid items, or well when we got all the troop trees done i can go faction by faction and re-equiping all of them. Also in warband i think you can change the size of the skeleton of a model, so perhaps we can have a proper Gregor Clegane too.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 07, 2010, 05:37:50 am
For the skeleton (the Mountain and Tyrion), i think we can look at this later, for the moment it s better to do easier things.
 I have finish all the family tree , now i will work on trade goods an later on Diplomacy
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 08, 2010, 02:24:41 pm
First retextured armor in game !!!!

(http://img26.imageshack.us/img26/6950/screenasoif3.jpg) (http://img26.imageshack.us/i/screenasoif3.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on May 09, 2010, 03:26:23 am
Doesnt thath model look to asian-ish? Thats the khergit elite armor if im not mistaken.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 09, 2010, 08:36:19 am
Tha's the samurai armor.
you are trueit look Asianish but i wil just l use it for some companions , Lord and mercenary troop.
Title: Re: ASoIaF porting to WARBAND
Post by: VonLowe on May 10, 2010, 05:57:30 am
So what companions are we all doing? We are using the ones from the .903 right? They are from the book and work well.
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on May 10, 2010, 09:35:10 am
Probably better using some generic ones, because its not really accurate lorewise to have some of them in your party.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 10, 2010, 11:15:16 am
Yes some generic one will be better, i was thinking everyone can make some proposition.
i think it will be good to have some knight, septon,maybe people for another continent, peasant,mercenary.....
Title: Re: ASoIaF porting to WARBAND
Post by: Nicodemus on May 10, 2010, 03:42:20 pm
I'd be willing to help make up some generic companions...are you guys planning on using the same companion templates from Native?  It would make the interactions amongst them easy to identify.
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on May 10, 2010, 04:36:42 pm
Either that or disable them.
Title: Re: ASoIaF porting to WARBAND
Post by: Nicodemus on May 10, 2010, 05:35:28 pm
Well if you would, give me some direction on which way you guys would prefer to go and if you decide to keep with the native template companions, then I will write up some SOIAF companions to match up.

I do have a bit of experience with modding, recently I helped revamp Ultima 6 onto the dungeon siege engine...so any help I can give let me know.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 11, 2010, 12:51:25 am
Yes use the same template, tif u want to  help, u have to use the module system not text editing or troop editor.
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on May 11, 2010, 04:23:03 am
Well if you would, give me some direction on which way you guys would prefer to go and if you decide to keep with the native template companions, then I will write up some SOIAF companions to match up.

I do have a bit of experience with modding, recently I helped revamp Ultima 6 onto the dungeon siege engine...so any help I can give let me know.
Go with native templates then, any help is appreciated.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 12, 2010, 07:47:33 pm
New retexture: Transitonal Plate ( the hound armor in game)

URL=http://img686.imageshack.us/i/screenasoif4.jpg/](http://img686.imageshack.us/img686/4613/screenasoif4.jpg)[/URL]

Uploaded with ImageShack.us (http://imageshack.us)

Need to had specular and bump
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 15, 2010, 03:14:17 pm
i finish goods  production.
now i will work on my recruiting system who is different than native one :
 
 1 .when u don't have a fief you can only recruit a troop named "volunteer" in village or hiring mercenary/hedge knight.
the volunteer will be the same troop in all village of westeros.(maybe later i will make 3 volunteer 1for cold area one for tempered and one for desert but quite same stats)  done
 2 when u r the ruler of a village u ll be able to recruit faction soldier and sworn knight
 3 when u r ruler of a castle u can recruit Vassal(best equiped knight)
      this is cumulative.

 (still wait for troop tree)
Title: Re: ASoIaF porting to WARBAND
Post by: lueii on May 20, 2010, 05:03:08 am
  Hurleur, I have a quesion?  Have you planned out what you want to get done, what features, what scripts (Do you want some things to happen in the game according to the story like Joffrey dies, Robb dies, Renly Dies, and the wall is taken by Stannis), and what feel do you want?
  I would love to see two new skelotens sometime in the future.  If that's not yet possible, I'll get over it.  I alwas waned to see Tyrion the Dwarf, Gregor the Mountain that Moves , and (Shudders) Joffrey.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 20, 2010, 07:44:03 am
for the first release we have better to do simple things .
 Later we will see for the skeleton , but for the moment it's to much work for 2 character.
  For event scripting, i don't know , why should Renly die? or Robb? .For exemple, you are with the northmen you kick the ass of the Lannister and suddenly Robb die ??

 the feature i like to be in :
New recruitment system
More diplomacy (i must take alook at the source of Diplomacy mod for warbant)
 

 That's enought for me for the first realise, but if you want to implant something  more, i try to help u , but the biggest problem is that we don't have a skilled scripter, so it will be long and hard.

 Later i want take a look on economic system and the bigest part will be the scene making.
Title: Re: ASoIaF porting to WARBAND
Post by: lueii on May 20, 2010, 07:48:13 am
Can you send me the latest source, and I can install the diplomacy mod, if you ask for pemission from the mod maker.

Some screenshots

http://img375.imageshack.us/g/mb1g.jpg/ (http://img375.imageshack.us/g/mb1g.jpg/)
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 30, 2010, 01:38:13 am
here you can visit wesrteros:
 just  map ,lord,and bannner ( source include)

http://www.mbrepository.com/file.php?id=1957

 All advice are welcome
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on May 30, 2010, 05:13:54 am
Greetings.
Frist, I want to congratulate you for reviving the best Mount and Blade mod ever. Well done! Sadly, I can not be of help as I know nothing about modding. I have a question concerning this:
Quote
here you can visit wesrteros:
 just  map ,lord,and bannner ( source include)

http://www.mbrepository.com/file.php?id=1957

 All advice are welcome

Is it just a thing for the devs, or can it be played in Warband. When I try to run it, it says something about a weapon mesh and kicks me out:

Unable to open file: CommonRes/weapon_meshes_e.brf
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 30, 2010, 06:11:31 am
you can play , but it's just native with mew map & lord.
 for the error i don't really know, CommonRes directory is not in module file but in Warrband files
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on May 30, 2010, 06:30:33 am
I fixed the problem with the newest patch. Keep up the good work.
Title: Re: ASoIaF porting to WARBAND
Post by: SerSlack on May 31, 2010, 12:25:52 pm
here you can visit wesrteros:
 just  map ,lord,and bannner ( source include)

http://www.mbrepository.com/file.php?id=1957

 All advice are welcome




Nice to see you guys got it up and running!  :green:


Not sure if your looking for any reports on what you've released?



Just a few things I've noticed.

 - Lack of towns in the North / Riverslands  (IE Winterfell and Riverrun may make ideal Towns)
- Lack of Villages for recruitment
- No damage messages from Combat
- Kings Landing's armor shop is a Weapon shop


Great start! Only played for about an hour but it's lookin good.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 31, 2010, 07:32:21 pm
Hi thanks for ur comment;

_ i make the choice to only make the biggest city of Westeros for example King's Landing is about 500 000 citizens
_ The scene are not made (for example now if u go to Highgarden , u will have a snowy castle, and in Winterfell a steppe castle)
 
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 01, 2010, 07:19:54 am
Hi thanks for ur comment;

_ i make the choice to only make the biggest city of Westeros for example King's Landing is about 500 000 citizens
 

With house Lannister having 2 (Lannisport and King's Landing) Renly should have at least one more city, or a considerably larger army close to King's Landing. Also, I think that I saw Stonehelm and Nightsong placed under Dorne. Stonehelm belongs to house Swann (which would be closest to Renly), and Nightsong is sworn to Stannis (Rolland Storm, the bastard of Nightsong). Also, I think the terrain on the Eyrie and Storm's End should be raised, and there is a mountain region to the west/southwest of Winterfell (east of Thorren's quarter). And the Wall should be made shorter( it does not go from the east shore to the west shore, the Shadow Keep is the westernmost point on the Wall). The map of the South is very well made, though. Can't wait for the mod to be finished! If it's anything like the last .903 version, it will be more than perfect.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 01, 2010, 09:12:30 am
you are 100% right, that's why i share my work, because i don't do 100% right work.
 I will make my best for redo this.

You want to help for modding?
I have a task for u if u want.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 01, 2010, 01:32:00 pm
you are 100% right, that's why i share my work, because i don't do 100% right work.
 I will make my best for redo this.

You want to help for modding?
I have a task for u if u want.

Would love to, but I know nothing of the M&B modding system, so the only thing I might be good for are texts and such... and pretty much anyone can do that. The only thing that could be useful about me is that I'm an ASoIaF fanatic, but I would be happy to contribute in any way possible.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 01, 2010, 07:16:01 pm
If u really want to help u can do 2 things that don t require any modding skills:
_ visit all native castle /town/ village and send me a list with for exemple castle xxx is good to be Winterfell
                                                                                                    Suno is good to be Lannnisport etc.....
_ make face for the Lord wth the editor and send me the face code.
Title: Re: ASoIaF porting to WARBAND
Post by: Nicodemus on June 02, 2010, 08:54:11 am
Use this site for physical descriptions of the characters:

http://www.towerofthehand.com/reference/characters.html
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 03, 2010, 06:14:33 am
If u really want to help u can do 2 things that don t require any modding skills:
_ visit all native castle /town/ village and send me a list with for exemple castle xxx is good to be Winterfell
                                                                                                    Suno is good to be Lannnisport etc.....
_ make face for the Lord wth the editor and send me the face code.

I've been visiting towns and castles for a while, and here's what progress I've made for now:

The Westerlands:

Jelkala - Lannisport
Ibdeles Castle - Casterly Rock
Maras Castle - Golden Tooth
Ergellon Castle - Banefort

The Reach:

Veluca - Old Town
Tevarin Castle - Highgarden
Vyincourd Castle - Longtable
Ryibelet Castle - Old Oak
Szenugda castle - Arbor
Bulugha Castle - Bitterbridge
Derchios Castle - Brightwater keep

NOTE: While the Reach should be a more lowland-ish area instead of a hilly region, almost all castles in the game have hills surrounding them.

The Vale:

Praven - Gull town
Tiblaut Castle - The Eyrie (there is no snow, but of all castles that I have visited, this one seems the highest)

The North and Riverlands:

Nelag Castle - Winterfell (I know it is supposed to be a huge castle with lots of towers, but there just don't seem to be any snowy castles that live up to that description that I can find)
Sungetche Castle - Torrhen's Square
Dramug Castle - Deepwood Motte (The scene is not snowy, but I believe I read about it being a wooden castle, and there don't seem to be any in the snowy area)
Yruma Castle - Karhold
Slezkh Castle - Last Hearth
Ismirala Castle - Dreadfort
Jeirbe Castle - Riverrun
Rivacheg - White Harbor (I think it is located in the less snowy part of the north)
Kelredan Castle - The Twins (I know it looks nothing like the Twins, but then again, none of the castles in Native do)

The Stormlands and Crownlands:

Grunwalder Castle - Storm's End (because of the large keep)
Reindi Castle - Dragonstone
Rindyar Castle - Bronzegate
Uxkhal - King's Landing

Dorne:

Tulbuk Castle - Wyl
Suno - Sunspear (If you decide to go for the European look)
Tulga - Sunspear (If you decide to go for the Khergit look)
Ahmerrad - Sunspear (If you decide to go for the Sarrinid look)
Sharwa Castle - Sandstone
Durrin Castle - The Tor

Fact is, we will most likely be needing a scene-maker, since all the castles in ASoIaF have a specific look (and most towns are ports, so they should be next to the sea), but these scenes should do until we find one. I also remember a mod with nice castle and town scenes, I think it was Rus XIII century. Maybe, with the permission of the creator, you could use some of those scenes (unless they look too Russian). I also do not know wether the original M&B scenes can be ported into Warband.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 03, 2010, 11:32:17 am
Great work thx a lot,

For the Eyrie,and Deepwood Motte , i can change the groud texture to snow, the bad things is it will be no snow on the building .
 
 Yes we need scene maker , but 70%of the existing mod need one , we do a noob mod, we have no experienced scripter , no experienced modeler,but we try to do something.

Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 03, 2010, 01:26:34 pm
Great work thx a lot,

For the Eyrie,and Deepwood Motte , i can change the groud texture to snow, the bad things is it will be no snow on the building .
 
 Yes we need scene maker , but 70%of the existing mod need one , we do a noob mod, we have no experienced scripter , no experienced modeler,but we try to do something.



Well, as you make progress with the mod, more people will get drawn to it... I hope. Unlike the former attempts to port the ASoIaF mod, this one seems like it's actually going somewhere.

EDIT: I could not find one such castle in Native, but the scene used as Dragonstone in the demo you gave us the link for makes a decent Bloody Gate scene.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 05, 2010, 10:22:08 am
All towns looks right now.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 05, 2010, 10:47:00 am
All towns looks right now.

Great! You also mentioned that I could make faces for lords... how do you do that?
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 05, 2010, 03:27:11 pm
in the launcher go to configure/advanced/enable edit mode.   start widowed

 start the game
    once you are in face editor
         when u are satisfied , ctrl+e
                   click on the box and paste the code in a text editor.

I hope u can understand what i say because sometime my English sucks a lot
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 06, 2010, 12:58:57 pm
I sent the Lannister and Tully/Stark face codes in a personal message... the rest will follow soon.
Title: Re: ASoIaF porting to WARBAND
Post by: lueii on June 09, 2010, 07:36:20 am
How is the troop tree I sent you Hurleur?
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 09, 2010, 10:52:10 am
i will take a look at the face and at the troop tree this week-end i don t have enought free time to look closely at this right now.
 
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 10, 2010, 07:26:52 pm
Witch castle i that? (Wip)



(http://img822.imageshack.us/img822/710/screenasoif5.jpg) (http://img822.imageshack.us/i/screenasoif5.jpg/)

 I know it's a little small but it's impossible to make very big catle in Mnb
Title: Re: ASoIaF porting to WARBAND
Post by: Nicodemus on June 10, 2010, 10:55:10 pm
Definately Riverrun.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 11, 2010, 03:00:30 am
Looks very nice! Where would the ladder/siege tower be in a siege?
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 11, 2010, 08:54:22 am
i think i will put the ladder between the door and the right tower .
 If i can make that working, i plan to do  Winterfell, Harrenhall, thE twin,stormend,and maybe Hightgarden.
  But first i have to finish entry point,siege and AiI mesh for Riverrun
Title: Re: ASoIaF porting to WARBAND
Post by: VonLowe on June 11, 2010, 09:03:36 am
Im back had to take off to take care of my mother. Should be here to help for a couple weeks before I have to go back.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 11, 2010, 09:10:34 am
No problem; real life first
Title: Re: ASoIaF porting to WARBAND
Post by: Mance on June 14, 2010, 01:37:22 pm
Well...I´d like to do something for this mod, because I´m a huge fan of the ASOIF books (and I have much spare time). I don´t know a crap about scripting and stuff like that, but anyway you guys have an extra pair of hands if you need me :green: (sorry if this is on a wrong topic)
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 15, 2010, 10:09:55 am
The big question is how much would u like to help.
 If u want to help u can do some scene ( i never do  a scene before RiverRun and it looks not to bad)
Title: Re: ASoIaF porting to WARBAND
Post by: Mance on June 15, 2010, 10:19:03 am
It would be really cool to do scene, but I have no idea how to...if someone could give some advice, maybe I could try it...
And if that doesn´t work out I´m sure that you have some minor things to do that are rather time-consuming than difficult
Title: Re: ASoIaF porting to WARBAND
Post by: Endo13 on June 16, 2010, 02:02:33 pm
Awesome I'm really excited to see people are working on this mod. It's one of my favorite mods for M&B and I too will probably buy Warband just for this mod once it's released.
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on June 17, 2010, 06:53:55 am
It would be really cool to do scene, but I have no idea how to...if someone could give some advice, maybe I could try it...
And if that doesn´t work out I´m sure that you have some minor things to do that are rather time-consuming than difficult

http://s9.zetaboards.com/exilian/topic/467530/1/
Title: Re: ASoIaF porting to WARBAND
Post by: Mance on June 17, 2010, 10:20:36 am
Ok, I´ll definitely try this. Just give me a list of those places that need scene and I´ll start working...
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 17, 2010, 02:23:38 pm
Any place u want exep Riverrun.(but one of these is better Winterfell ,Highgarden ,Harrenhall ,Stormsend.)
 Just say the one u make.
Sorry guy i know i don t work a lot on this but Saturday is my wedding.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 17, 2010, 03:18:45 pm
Any place u want exep Riverrun.(but one of these is better Winterfell ,Highgarden ,Harrenhall ,Stormsend.)
 Just say the one u make.
Sorry guy i know i don t work a lot on this but Saturday is my wedding.

As you said before, "real life first". Enjoy your wedding :)

And the Casterly Rock scene would be nice too.
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on June 17, 2010, 04:56:22 pm
Any place u want exep Riverrun.(but one of these is better Winterfell ,Highgarden ,Harrenhall ,Stormsend.)
 Just say the one u make.
Sorry guy i know i don t work a lot on this but Saturday is my wedding.
Congratulations Hurleur.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 21, 2010, 09:58:23 am
Thx.




 I have idea for the starting class:

Noble: son of exiled lord, knight equipement and 1 squire as compagnions
Leader of mercenary compagny: good equipement, start with 2 compagnions and 10/20mercenary
Merchant :1 compagnons, good money.
Escaped Slave: just a staff and some fruits

What do u think about that?
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on June 22, 2010, 06:37:17 am
Sounds about right, what about a simple Mercenary instead of a leader, like Bronn (not that im biased about loving the char  ::))
Title: Re: ASoIaF porting to WARBAND
Post by: Mance on June 22, 2010, 09:37:16 am
Well...escaped slave seems extremely weak when compared to others...would a member of a mountain clan be better? at least they have some kind of equipment...
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 22, 2010, 09:59:30 am
Ok for single mrecenary.
..escaped slave seems extremely weak when compared to others. yes that's the fun part like pllaying very hard.
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on June 22, 2010, 03:07:22 pm
Well, you can consider escaped slave the "hardcore" mode.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 27, 2010, 05:33:14 am
Hi progress report: today , i work a little at the mod, and I LOOSE ALL MY DATA AND BACKUP :( :(
 
   I have to restart with the version i upload.(just lose 5 or 6 hour of work)

 I will working on the troop tree (Lueii send me some good one) but before i have to implant item.
 
    Does some one have an idea for item i must add in the mod?? (all Narf armor, Dejawolf work's will be add)
    Does someone have a idea for renaming Saranid and Kerghit item?? (Dornish?.....)

Comrade Tito Do u make ur Face with Warband?
Nicodemus any progress with companions?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 27, 2010, 07:00:20 am
Hi progress report: today , i work a little at the mod, and I LOOSE ALL MY DATA AND BACKUP :( :(
 
   I have to restart with the version i upload.(just lose 5 or 6 hour of work)

 I will working on the troop tree (Lueii send me some good one) but before i have to implant item.
 
    Does some one have an idea for item i must add in the mod?? (all Narf armor, Dejawolf work's will be add)
    Does someone have a idea for renaming Saranid and Kerghit item?? (Dornish?.....)

Comrade Tito Do u make ur Face with Warband?
Nicodemus any progress with companions?

I made the faces with Warband, yes. The Dornish ones I have not finished as I was away for 7 days, returned today.

The Dornish should have weapons similar to the Khergits, Sarrinid horses, and armours should be a mix of Swadian and Sarrinid. In fact, the only way to make truly accurate Dornish troops is by creating 3 seperate troop trees (The ones from the mountains, the ones from the shore, and the ones from the desert), but that would be too much for this stage of the mod.

In my opinion, the only armor/weapons that should be added would be the ones from the .903 version (the valyrian steel blades, Rhaegar's armor etc.)
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on June 27, 2010, 12:33:03 pm
both this armor packs are really relevant because plate is a somewhat common sight apparently amongst knights and the so:

http://forums.taleworlds.com/index.php/topic,100949.msg2526671.html#msg2526671  -> Plate Armor pack

http://forums.taleworlds.com/index.php/topic,119352.0.html -> Transitional Armor pack
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 27, 2010, 12:40:59 pm
Yes like i said on my precednt post all Narf armor will be in  :D
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 27, 2010, 02:24:24 pm
I think the transitional armor pack is good, but the ordinary one looks too renaissance-ish.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 27, 2010, 07:27:55 pm
Just for some lord.
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on June 28, 2010, 06:27:37 am
I think the transitional armor pack is good, but the ordinary one looks too renaissance-ish.
Some characters (really wealthy ones) use full plate, like Jaime or Twyin so you cant really dismiss that renaissance look.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 28, 2010, 07:52:48 am
(http://img84.imageshack.us/img84/5858/screenasoif6.jpg) (http://img84.imageshack.us/i/screenasoif6.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Who it is??
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 28, 2010, 07:55:03 am
Renly?

Looks nice, but I suppose that armour should not be available to the player... or maybe make it like Rhaegar's armour in the .903 version, loot gained after winning hard battles?
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 28, 2010, 07:57:37 am
Mip..... you loose
 :lol:Try again it's not dificult
(Renly in green???? :shock:)

 :lol:

it will be  unavailabe for the player, it's a Lord armor.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 28, 2010, 08:00:17 am
Loras then?

Renly did have green armour, I think.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 28, 2010, 08:02:59 am
Mip..... u loose again  :lol:
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 28, 2010, 08:03:28 am
Garlan?

Quote
He wore a suit of enameled green armor with a helm that had a pair of golden horns.
A quote from the wiki of Ice and Fire, about Renly... but then again, Garlan wore his armor in battle to make it seem like his ghost had returned.... Do I loose again?
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on June 28, 2010, 08:16:25 am
Oh Renly with a green armor i didn't remember that!!!!

 Yes it's Garlan Tyrell , (2roses on the armor) , Mace Tyrell armour will be the same but with one rose.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on June 28, 2010, 08:23:16 am
Looks nice! Can't wait to see armor suits of Tywin and Jaime!
Title: Re: ASoIaF porting to WARBAND
Post by: BranVid92 on July 01, 2010, 09:01:23 pm
Hey i am an veteran to mount & blade and I have both original and expansion I wanted to know if there is something i can help you with (unfortunately i dont know much about modding but i have all the books and i event got a new roleplaying book it has a lot information about westeros.) So I would like to help you any way I can
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on July 04, 2010, 03:29:53 am
It's always a way to help!!!!

what do u want to do ?
Title: Re: ASoIaF porting to WARBAND
Post by: BranVid92 on July 04, 2010, 01:10:15 pm
Dont know like I said dont know much but could try to learn .
Title: Re: ASoIaF porting to WARBAND
Post by: betober on July 05, 2010, 06:33:59 pm
here you can visit wesrteros:
 just  map ,lord,and bannner ( source include)

http://www.mbrepository.com/file.php?id=1957

 All advice are welcome

Hello, everyone.  Things look like they are coming along great. I'm very much a novice at mods, so I'm having trouble installing the current version and seeing any difference when I start up Warband.  Where should I extract the files to?  Thanks!
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on July 05, 2010, 07:15:42 pm
X:\xxxx\Mount&Blade Warband\Modules
Title: Re: ASoIaF porting to WARBAND
Post by: betober on July 06, 2010, 07:53:31 am
Got it. I was installing it into the wrong folder. Can't wait to give it a try!
Title: Re: ASoIaF porting to WARBAND
Post by: Meeshka on July 09, 2010, 02:41:40 am
Am I right: there will be no port to M&B 1.011?
I have to buy Warband now to be able to play ASoIaF?
Title: Re: ASoIaF porting to WARBAND
Post by: BranVid92 on July 09, 2010, 03:34:42 am
http://www.westeros.org/Citadel/Heraldry/  All informations about noble houses vassals, places and heraldy
Title: Re: ASoIaF porting to WARBAND
Post by: Clegane on July 09, 2010, 06:36:54 am
Only for Warband.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on July 09, 2010, 06:57:33 am
i got a 1.011 versin, with Map Lord too, i can give u this one, but i loose the module system of this one.But if u want to make a little mod for 1.011 you just have to make troop with Hookie's editor and it will be quite fun.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on July 11, 2010, 06:47:32 pm
So.... Any news? :?:
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on July 19, 2010, 08:01:52 am
New i didn t do anything since the last time but it's still alive,
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on July 21, 2010, 02:16:46 pm
That's always good to hear... just keep it going, no matter how slowly.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on July 23, 2010, 07:34:09 am
Oh i don't give-up .
But July and August are always busy at work (specially August), after that i have 3 light month, and then the bigest month of the year.
Title: Re: ASoIaF porting to WARBAND
Post by: AndreSo on July 28, 2010, 03:46:37 am
Awesome to see this still in progress and made for Warband. They've added alot to the SP campaign in the latest version and it really is THE game to make a SoIaF mod for. There are so many scenes that'll be awesome. Watching the mountain crash into your line and have a really hard time bringing him down, and so on. Horses can be made really big btw, can the same be made for the human models? Fighting wise I think everything is there to really make the charachters behave like they should. The mountain huge and strong with tons of power strike, Jaime more medium sized but agile, fast and freakishly highly rated 1h proficency, and so on. Imagine watching the kingsguard charge you with their cool armour and knowing they're all badass stats wise.

Anyway, do tell me if I can help out in any way. Not a techie (you did ask me about coding but I'm useless there) but I can nag people on the official board to join the project, write stuff or whatever. Got to be more people wanting this mod. Also, I can try to summarize who's doing what and what needs to be done.

Suggestion:

We make a project summary (who's doing what, what needs to be done, what skills do we need (scenes for example), what thread is for which part of the project, who to ask etc). Then I'll make a post on the official board and try to recruit. What do you think?

Edit: Saw now you already have the thread "A Song of Ice and Fire Mod 0.3 for M&B 0.903". How about, if we do and finish what I suggest above, we create a new thread; "A Song of Ice and Fire Mod for Warband"? To draw some attention to it. As of now everything barring this thread is old. I guess this is where I can contribute. I can administer and coordinate to draw some attention to the project which'll greatly help the recruiting. Must be tons of MB fans who also like AsoIaF.

Edit again: Part of what I'd do would also be to present the project in a thread over at the official Westeros forums. Huge community there and with the right description and screenshots we could draw alot of interest.
Title: Re: ASoIaF porting to WARBAND
Post by: AndreSo on July 28, 2010, 05:56:15 am
This guy even mentions in a review how playing Warband has him feeling like a character in ASoIaF:

http://www.mountandbladewarband.com/news/2010/7/mount-blade-warband-makes-into-onto-escapist-summer-picks-list (http://www.mountandbladewarband.com/news/2010/7/mount-blade-warband-makes-into-onto-escapist-summer-picks-list)
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on July 28, 2010, 10:52:42 am
Sounds good, but Hurleur and Clegane seem to be the only ones who actually seem to know about modding. Most of the others, like me, are just fans of the ASoIaF mod and franchise trying to help in any way we can. So I guess Hurleur and Clegane are the ones who should bring the decisions.

I would really love to see this mod prosper, as the .903 ASoIaF mod was the reason I bought M&B 1.011, later realising that .903 mods don't work on 1.011., so I downloaded the .903 version and spent three in-game years playing, finding all the valyrian swords, the dragonbone bow, Rhaegar's armor... And then I forgot to transfer the saves onto my new PC :(

Title: Re: ASoIaF porting to WARBAND
Post by: AndreSo on July 29, 2010, 01:27:39 am
Sounds good, but Hurleur and Clegane seem to be the only ones who actually seem to know about modding. Most of the others, like me, are just fans of the ASoIaF mod and franchise trying to help in any way we can. So I guess Hurleur and Clegane are the ones who should bring the decisions.

I would really love to see this mod prosper, as the .903 ASoIaF mod was the reason I bought M&B 1.011, later realising that .903 mods don't work on 1.011., so I downloaded the .903 version and spent three in-game years playing, finding all the valyrian swords, the dragonbone bow, Rhaegar's armor... And then I forgot to transfer the saves onto my new PC :(



Yeah most of us are fans only and not modders, it seems. And of course, it's Clegance and Hurleur I'm asking. If they want to I'll spend time giving the mod attention, suggest some coordination and hopefully recruit some new modders. Recruiting and coordinating is what I do for a living, after all =)
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on July 31, 2010, 08:50:45 am
Hi , i am agree with all that is good for the mod.
 Try to recuit another team memberAndre but say we work with the module system, not with editor.
Title: Re: ASoIaF porting to WARBAND
Post by: AndreSo on August 02, 2010, 12:57:57 am
Hi , i am agree with all that is good for the mod.
 Try to recuit another team memberAndre but say we work with the module system, not with editor.

Great. What would you say are the areas you need help with the most? I read about a scene-editor. Anything else specifically?
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on August 02, 2010, 06:02:36 am
All people who want to help are welcome.
Title: Re: ASoIaF porting to WARBAND
Post by: AndreSo on August 04, 2010, 03:59:51 am
All people who want to help are welcome.

Great. I'll make new threads on the official TW board and on the ASoIaF board. This weekend probably.

Another suggestion: How about archiving all the old threads on this board? Like everything =) Just have new threads. One with the Warband porting, one with a to do list, one with new screens etc. To make it feel more alive and as something in progress. As it is now the fifth thread is from like 08 or something.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on August 04, 2010, 10:04:08 am
All people who want to help are welcome.

Great. I'll make new threads on the official TW board and on the ASoIaF board. This weekend probably.

Another suggestion: How about archiving all the old threads on this board? Like everything =) Just have new threads. One with the Warband porting, one with a to do list, one with new screens etc. To make it feel more alive and as something in progress. As it is now the fifth thread is from like 08 or something.

I second this. Only the screenshots, the old version download thread and this thread should stay.
New threads will come to replace the old ones as soon as the mod gets some attention in the public eye.
What is dead may never die, but rises again, harder and stronger :)
The ASoIaF mod was dead, and is rising again...
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on August 26, 2010, 04:53:57 pm
Any news?
AndreSo, did you make the thread on the TW board?
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on August 29, 2010, 02:47:21 am
Hi, I'm new here, and not sure, if this is the right topic, but I just wanted to say:

I'm a big fan of the book like most of you here.
I would like to help in any way I can and that is needed.

The main reason I'm writing this is that I'm thinking about learning something about game development, moding, modeling and such, and since I'm a fan of the book and the game, I thought this would be a good place to start.
I do have some experience in web-page coding, and using photoshop / gimp programms - not much in use here, just thought I would point out I'm not a total noob :)

I also saw a thread that you need someone to do game art? I thought about that and I came up with some ideas about that.
I have some time (couple of hours a day, since I work 2 jobs), I don't have the original game for now (I will buy it as soon as I can), I have big passion for game development.

Anyway, let me know if you need somone like me!

Ohh my sounds like I'm applying for a job :D
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on August 29, 2010, 11:14:31 am
Hi, as i always say , anyone who want to help is welcome.
 Do what u can or want to do and share it here.

 Welcome on board !!!!
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on August 31, 2010, 01:46:15 pm
Hi again,

I took a look, at the links I found in this post and I have a couple of questions:
- this mod (http://www.mbrepository.com/file.php?id=1957) is this the latest version of the ASoIaF mod? So I know what to sceens I can modify. I'm asuming you still need someone to do some scens?

- I also found this helpfull tutorial on how to modify scenes (http://s9.zetaboards.com/exilian/topic/467530/1/), so I was just wodering if there is a TO - DO list of some sorts or do I look at the mod posted on the mbrepository for things to modify?

About the game art I mentioned last time, not to blow my own horn, I think I came up with a good concept for the "intro" art. The problem is that I tryed to draw it with a mouse and it was ... lack of a better word ... crap. So I will probably have to get a graphic card before I can continue on that aspect of my contribution.

Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on September 01, 2010, 04:43:38 am
Hi
 There is no To Do list, but we got a list of things we have done:
  Map, banner, Lord and that's all.

 You want to do scene? great new, an thx.
  I suggest u to start with one of the most important castle ( Winterfell, Highgarden,......)
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 01, 2010, 06:02:24 am
OK, I will try to make Winterfell, but as I allready said, it will probably take some time, since I don't have much spare time.
I said I would do scenes, because it seems to me that making  scenes are not that popular. I was going for a niche :D

Oh and in my last post I said : "So I will probably have to get a graphic card before I can continue on that aspect of my contribution."

I meant graphic tablet not graphic card!
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on September 01, 2010, 07:28:46 am
Good to see new blood join the ranks. The mod is getting closer by the day... and so is ADwD, and the HBO series... 2011 is going to be a good year for ASoIaF fans :)
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 02, 2010, 03:27:35 am
Hi,

i'm having some problems with the BRFEdit program, here is the error mesage :

System.Runtime.InteropServices.SEHException: External component has thrown an exception
      w_CxxThrowException(Void* ,_s__ThrowInfo*)
      w brf.Parser.parseMats(StreamReader*reader, ResourceCollection*res)
      w brf.loadMaterials(basic_string<char\,std::char_traits<char>\,srd::allocator<char> >* fname, ResourceCollection* col)
      w BRFEdit.Form1.UodateNaterialList(Boolean prompt)

Anyone knows what could the problem be?
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on September 02, 2010, 07:40:26 am
I don't know but try OpenBRf , lot of modder (including me ) find it better than Brf edit (too old for Wanband maybe?)
Title: Re: ASoIaF porting to WARBAND
Post by: AndreSo on September 02, 2010, 08:01:20 am
Any news?
AndreSo, did you make the thread on the TW board?

Hey guys,

Sorry!

Swamped at work and hardware crash at home (true story, thanks alot Starcraft2).

Should be up and running at home again saturday. Will get those threads done on the TW and ASoIaF boards.
Title: Re: ASoIaF porting to WARBAND
Post by: AndreSo on September 05, 2010, 04:18:18 am
Now posted:

http://asoiaf.westeros.org/index.php/topic/45303-asoiaf-mod-for-mount-blade-warband/

Time to clean up the forums or move all coordination to the TW forum (saw today that Hurleur had one up to date about the Warband version)?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on September 05, 2010, 08:38:17 am
Nice work with the thread, I hope that this "PR campaign" will work out good :)
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on September 05, 2010, 08:40:51 am
hi i see on the link u give that u call me Lead developer , i don't want to lead anything, if someone want to be the boss i am 100% with him.
 I can't be leader due to my lack in modding and to  my English ( not good enough )
I like westeros, i like to learn modding , but i am not good in communication and social things.
 I just want to be a part of it, not to lead.(it's why i share the source and why i ask for many things)
Title: Re: ASoIaF porting to WARBAND
Post by: AndreSo on September 05, 2010, 12:13:48 pm
hi i see on the link u give that u call me Lead developer , i don't want to lead anything, if someone want to be the boss i am 100% with him.
 I can't be leader due to my lack in modding and to  my English ( not good enough )
I like westeros, i like to learn modding , but i am not good in communication and social things.
 I just want to be a part of it, not to lead.(it's why i share the source and why i ask for many things)

Got it. Changing that right away. I thought more of it like "main developer" but I'll change it anyway.
Title: Re: ASoIaF porting to WARBAND
Post by: AndreSo on September 07, 2010, 02:12:00 am
This is pretty sweet:

http://www.mbrepository.com/file.php?id=2239

Guess we're open to using other mods?

I'd love to implement the above, the transparent armors and the diplomacy mod.
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 07, 2010, 03:32:19 am
On the topic that AndraSo pointed out, it may be fun if we add the shield bash option? I thought that I saw it somewhere, but I don't know if it's made for Warband?!
But that's just cose I'm freak for realistic game-play. Also shield bash is a good thing when you're facing more opponents.

Too bad that nobody made a warhorse mod yet (I know some people don't like to strong horses), but the thing is that the warhorse was the equivalent of a modern day tank. They were trained to trample, kick, bite and even evade opponents weapons.

No easy task to make something similar for a game I'm shure. And probably not alot of fans who would want a horse kick anywhere.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on September 07, 2010, 07:10:05 am
The big problem of shield bash and Warhorse, is that we don't have a skilled scripter for doing this(and for doing it we also need someone who know animation).I can modify some script but i not good enough for create new one from scratch.

 For adding Diplomacy , there is no real problem, but honestly i don't want to touch "module_script.py" until Talesword release a good version of the game(it's too long for adding new script version to version) There a lot other thing to do  like Troop tree.

 But if someone want to do it i am 100% with him.
 
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 07, 2010, 12:40:50 pm
My slow progress on Winterfell!

I'm posting unfinshed scene beacose I was wondering if  anyone knows how to change the background (arrow pointing at it) - if that can even be done anyway.
I know it's taking long, but I realize now why there is such a reluctance for scene making it's acctualy not that easy :D.
I allso realize that Winterfell castle is supossed to have 2 walls, but to conserve some space I improvized and made just 2 front walls that are connected to each other.

image removed
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on September 07, 2010, 03:28:03 pm
This is pretty sweet:

http://www.mbrepository.com/file.php?id=2239

Guess we're open to using other mods?

I'd love to implement the above, the transparent armors and the diplomacy mod.

Diplomacy could be good, but polished landscapes and such can be easily implemented by a player into any mod (for example, i put it into the pre-alpha release of the warband ASoIaF)
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on September 07, 2010, 03:33:13 pm
My slow progress on Winterfell!

I'm posting unfinshed scene beacose I was wondering if  anyone knows how to change the background (arrow pointing at it) - if that can even be done anyway.
I know it's taking long, but I realize now why there is such a reluctance for scene making it's acctualy not that easy :D.
I allso realize that Winterfell castle is supossed to have 2 walls, but to conserve some space I improvized and made just 2 front walls that are connected to each other.

(http://4-c.webicom.si/mb-moding/takeone.jpg)

Sadly, I do not know how to change the background, but I want to express my liking for the scene. The full walls can be added with time, as well as snow, and some trees. It would also be nice if you put several houses around and under the walls (the winter town :))

It's gonna be so cool kicking this place apart with my army....
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on September 07, 2010, 07:08:08 pm
Nice start , don't worry about the arrow pointing part, it's not change by scene editing , i must change it by scripting ( easy to do ).
 
 Just a tip, don't make the castle to big because of the spawning troop.
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 08, 2010, 01:02:11 am
Comrade Tito - thank you for the support! (na juriš!!)
And don't worry decorations will come when the layout of the castle will be finished.

hurleur "Just a tip, don't make the castle to big because of the spawning troop." - i'm not quite sure what you mean (my first go at scene building - ever)
Do you mean that the attacking troops will spawn to close to the castle?

On this note allso a quick noob question ,.... what are the AI limiters for?

Thanks for the tips.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on September 08, 2010, 07:46:49 am
Oh sorry for my lack in english !!! :-(

Ai limiter are invisble wall .

 The problem of big castle in Mnb is not the attacker but the defensor spawn point. i don't know how eplain it but believe me.
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 08, 2010, 07:56:16 am
Ummmm .... this would be too big then?

image removed
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on September 08, 2010, 06:55:11 pm
I think it's good, but don't make it bigger.
 
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 11, 2010, 03:17:32 am
I've just put a cuple of screen shots of my version of Winterfell (still not finished) on my server. If anyone is interested you're welcome to have a look.

http://www.4-c.webicom.si/mb-moding (http://www.4-c.webicom.si/mb-moding)
 
I truly hope I will finaly finish it this weekend.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on September 11, 2010, 06:03:38 am
I was on the verge of a great success, and somehow managed to turn it into a great disaster. I created a complete Casterly Rock scene (the only thing missing was things like sacks,barrels and the like), but when I tried to exit the edit mode, the game crashed, and the scene was ruined.

Stupid, STUPID me  :(

EDIT:

I have restarted and rebuilt my Casterly Rock. Although it still requires some work (I don't know how to remove the background town noise, as I used Tihr as a template, and don't know how to remove the villagers). And all the work I done was completely aesthetic (didn't place any markers, AI limiters, or anything).

http://img530.imageshack.us/i/mbwar20100911155526.png/

http://img837.imageshack.us/i/mbwar20100911155908.png/

http://img826.imageshack.us/i/mbwar20100911155838.png/

http://img825.imageshack.us/i/mbwar20100911155827.png/

(http://img837.imageshack.us/img837/6100/mbwar20100911155908.png) (http://img837.imageshack.us/i/mbwar20100911155908.png/)


(http://img826.imageshack.us/img826/6523/mbwar20100911155838.png) (http://img826.imageshack.us/i/mbwar20100911155838.png/)



(http://img530.imageshack.us/img530/948/mbwar20100911155526.png) (http://img530.imageshack.us/i/mbwar20100911155526.png/)


Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on September 11, 2010, 10:19:59 am
Good works!!! Now we have Riverrun, Castlerock ,and Winterfell scene !!! It's allways better than Native scene.
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 11, 2010, 03:45:07 pm
Nice work on Casterly Rock Comrade Tito, looks pretty sweet.

I just wanted to say I will make as many scenes as needed, but I ask all of the scene makers to leave two of my favorite ones : Bloody Gate and The Twins. 
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on September 18, 2010, 07:45:08 am
I now created a polished landscapes version of the Rock as well (because using PL with this version screwed up the scene).
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 22, 2010, 02:02:32 pm
Hey everyone, as some of you may have noticed I started on the Bloddy Gate, I've also uploaded some screens of the castle on my server. Any feedback is welcome!
I'll add the link to te gallery to my profile.

Does someone know a AI mesh tutorial for M&B?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on September 23, 2010, 01:18:43 am
Hey everyone, as some of you may have noticed I started on the Bloddy Gate, I've also uploaded some screens of the castle on my server. Any feedback is welcome!
I'll add the link to te gallery to my profile.

Does someone know a AI mesh tutorial for M&B?

Sadly, I don't know any tutorials, but the Bloody gate looks great!
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 23, 2010, 08:00:46 am
Well like they say: "If you want something, google it". So I did and found a perfect beginner tutorial on AI Mesh on Talewordls forum.

http://forums.taleworlds.com/index.php?topic=61126.0 (http://forums.taleworlds.com/index.php?topic=61126.0)

Also thanks to Comrade Tito for the support! Waiting for your new project to be dispayed!  :green:
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on September 23, 2010, 08:29:59 am
I was ill during the past week so that it somewhat slowed down my scene-making, but I'm getting back to it now.
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 23, 2010, 10:37:26 am
Are you still working on Casterly Rock? I have tons of detailing left on Winterfell and Bloody Gate, "The devil is in the detail!".

As I probably said once or twice, scene making is allot of work.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on September 23, 2010, 12:25:24 pm
Are you still working on Casterly Rock? I have tons of detailing left on Winterfell and Bloody Gate, "The devil is in the detail!".

As I probably said once or twice, scene making is allot of work.

Yeah, I'm still on the rock. I started over because installing the polished landscapes on my ASoIaF module screwed up the terrain of the first scene.
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on September 29, 2010, 05:47:03 pm
Hey Domain, nice job for the Gate, can you post some more screenshots just to have a better view ?

Tito, about these Polished Landscape, do we need to do something particular if we want our future scenes to be compatible with this ? (since it usually looks really better)
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on September 30, 2010, 12:48:08 am
Sure I can post some new sreenshots, but there will be not much new or more to see. I don't have much time these days since I've got alot of work to do.
I hope I can do more this weekend?!
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on September 30, 2010, 02:31:35 am
Hey Domain, nice job for the Gate, can you post some more screenshots just to have a better view ?

Tito, about these Polished Landscape, do we need to do something particular if we want our future scenes to be compatible with this ? (since it usually looks really better)

The scenes themselves are compatible, but installing PL randomly adds hills and changes the geography of the scene (my rock got buried in the ground when I installed it  ???) Also, I would reccomend seperating native and PL versions of the scenes, because some players can't handle the FPS drop (or so they say, my FPS increases when using PL :P).

Also, the amount of detail you put into the Eyrie scene is very nice, I love the way the elevator looks, we could use a similar one when making the castle black scene (the elevator on the wall).
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on September 30, 2010, 06:14:02 am
OK so probably the best with PL is like you say, make a copy and install another module with PL and then enventually make some changes if necessary.

What are you talking about with "black scene" ? Night scenes ? I tought this was auto and using the same .sco file.
And then another question here, it would be nice to be able to reuse a "group" of items like the elevator for example, is there any way to keep them together and move them as a whole ?

About the Gate, another question i have, would it be possible to make it a mandatory scene/battle if you pass by this place on the global map ? Cuz today in M&B you can pass through a castle without fighting, which is not the spirit of the Gate i think. I mean you HAVE to fight to go through.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on September 30, 2010, 12:22:20 pm
OK so probably the best with PL is like you say, make a copy and install another module with PL and then enventually make some changes if necessary.

What are you talking about with "black scene" ? Night scenes ? I tought this was auto and using the same .sco file.
And then another question here, it would be nice to be able to reuse a "group" of items like the elevator for example, is there any way to keep them together and move them as a whole ?

About the Gate, another question i have, would it be possible to make it a mandatory scene/battle if you pass by this place on the global map ? Cuz today in M&B you can pass through a castle without fighting, which is not the spirit of the Gate i think. I mean you HAVE to fight to go through.

No, no, I meant Castle Black as the NW fort (it has an elevator that people use to go to the top of the wall).

A skilled modder (so, definitely not me) could make the area around the gate impassable, with the only thing left for a man to do being to enter the gate. There, you would have a choice "go to the mountain passages" and "go to the vale" (one spawns the player party west and the other one east of the gates). Just a theory, I don't have an idea about wether it could work. But if something like that could be made, the same principle should be used for the Twins, you have to pay in order to cross the river.
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on October 01, 2010, 04:44:48 am
OK now i get it for Castle Black (sorry i'm reading the book in french ;)), you mean the one on the Wall.

And yes that's exactly what would fit the spirit for the gate (and the Twins yes, even the Golden Tooth), 2 choices and 2 spawns, that's great. Maybe it's only a trigger to add on the map... don't know exactly how this works neither.
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on October 01, 2010, 05:03:39 am
I'm also not a programmer, but what I've seen from playing mods, the problem was that multiple NPC's often got stuck at some point of the map.
Might be some sloppy AI mesh thing, but we would need a skilled programmer to tell us how to make it happen.

But I'm also for the Twins and Bloddy Gate being a point wich you can cross. Maybe also if the lord/faction that holds the catle is inclined to you, that you can pass or even bribe the lord?

Maybe we should add Moat Cailin to the list?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on October 01, 2010, 12:56:24 pm
Definitely Moat Cailin as well. If such a thing was possible, it would really add up to the strategic value of these castles.
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on October 01, 2010, 01:58:32 pm
I have one more idea ... it might not be of much importance - gameplay wise - but I was wondering if castles the player keeps should have a "send prisoner/s to the Wall" option? In exchange for renown/honor not money. As we all know the night watch didn't pay any money to the lords.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on October 01, 2010, 03:33:59 pm
A good idea, and a nice alternative to slave traders and ransom brokers (as slavery is illegal and despised in Westeros).
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on October 02, 2010, 01:20:27 am
Agreed .. since slavery is despised in Westeros, we still could add some merchants from Quarth where you could sell prisoners into slavery - illegally.
There are probably allot of people like me who start off their finances with selling prisoners.
For the send to the wall option we could make a brother of the night watch NPC spawn in taverns. Players could get a a message from the Night Watch from time to time asking them to send prisoners to the Wall - for honor / renown.
But I would enable this option only when the player holds at least one castle!
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on October 02, 2010, 03:30:47 am
We could put common ransom brokers, which are legal but don't pay as well as slave traders. The slave traders would be illegal, but more profitalbe (maybe we could include a 25-50 % chance of losing 1 honor on each deal with slavers), while the NW would "pay" in honor.
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on October 02, 2010, 12:50:23 pm
Anyone else having problems with Editor crashing in AI mesh mode?

EDIT: I have checked the thutorial maybe this will help
Quote
There's also one more thing to mention before we start. Many people have their game crash when in AI mesh edit mode. There is few ways of preventing this if you have the problem. First, always edit AI mesh in "Scene Editing Mode (Cheat)", you can enter it by pressing "Enable Settlement Edit Options" while camping on the world map, the option will appear then in the settlement menu. If it won't help, then try not to move the camera while in AI mesh edit mode, switch to Object Edit or any else, move the camera, then switch back. That helped me for some time, the game didn't crashed not once, but then something changed, I'm not sure what exactly, and crashes returned. If nothing helps, try overwriting one of Native settlements with your scene (don't forget to edit scenes.txt) and edit AI mesh in Native. Maybe there's something in this mod causing the crashes, I'm not sure, but it helped for me.

And there is the link of the tutorial, anyone else needs to check it http://forums.taleworlds.com/index.php?topic=61126.0 (http://forums.taleworlds.com/index.php?topic=61126.0)

But i'm not shure how to remove faces?!
EDIT: Ahh Domain you noob it's the delete key!!! Duhh
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on October 02, 2010, 12:59:58 pm
Me :(

Although I only tried entering the AI mesh mode twice. I will try it again and see if it still crashes.

EDIT: Third time lucky, didn't crash :)
But I left because I don't really understand the way AI meshes work. I will have to check out the tutorial.
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on October 02, 2010, 05:46:06 pm
Nice ideas you got there  8)

Agreed .. since slavery is despised in Westeros, we still could add some merchants from Quarth where you could sell prisoners into slavery - illegally.
There are probably allot of people like me who start off their finances with selling prisoners.
For the send to the wall option we could make a brother of the night watch NPC spawn in taverns. Players could get a a message from the Night Watch from time to time asking them to send prisoners to the Wall - for honor / renown.
But I would enable this option only when the player holds at least one castle!

I would say we ALWAYS lose honour when selling prisoners, since it's the "rules" of Westeros.
And for the Black Night, yep i agree about the NPC spawning after having some lands, but not always (for it not to be automatic, too easy to choose maybe...).


Anyone else having problems with Editor crashing in AI mesh mode?

I have been in the AI mesh editing since last post and now for some reason (i don't fully understand); the scene never crashes anymore. Possibly some changes i made before, or the fact i deleted the old mesh completly to start over, don't know really.
But i got a question since we're all in this :), the tuto you're mentionning talks about a way to test parts of the AI mesh with prisoners, but i can't get any prisoners to appear and run as they should. I got the entry points with the necessary numbers, i got prisonners in garrison (random ones i caught in fake cheated battle), but something's obviously missing...

In addition, i can't see any of this option available in the camp menu (which seems to be an easier way to get prisonners) :

Quote
First, always edit AI mesh in "Scene Editing Mode (Cheat)", you can enter it by pressing "Enable Settlement Edit Options" while camping on the world map, the option will appear then in the settlement menu.

Some toughts on this, or maybe you have another way to test AI mesh ?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on October 03, 2010, 03:06:57 am
I have a few questions concerning the scenes. Firstly, how do I make a siege scene for the castle?

Secondly, I created a big flagpole on top of the rock, which is supposed to hold the banner of House Lannister (or whoever is holding the castle). How can I insert such a banner ?
Title: Re: ASoIaF porting to WARBAND
Post by: Domain on October 03, 2010, 03:29:12 am
Sorry to both, but I don't have any advice, on any of your questions. Like both of you I'm a beginner in scene making and moding, so I get my info from tutorials.
I haven't started on AI mesh, or decoration. And all of the time I just learn on my mistakes. We would really use some help from someone with more experience in scene making.
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on October 03, 2010, 10:53:21 am
I have a few questions concerning the scenes. Firstly, how do I make a siege scene for the castle?

Secondly, I created a big flagpole on top of the rock, which is supposed to hold the banner of House Lannister (or whoever is holding the castle). How can I insert such a banner ?

Good question, i got a part of answer about this. The siege is gonna use the same scn_castle_nb_exterior scene, but only SOME objects will appear during siege. I guess these objects have a specific property but the only way i've found to verify if they appear only in siege is to test the scene with a siege.

So far, i've identified these objects that will only appear during siege : every object starting by "siege_" so of course ladders, siege walls etc". Belfry and some objects linked to them are the same, belfry wheel... I'd like to make a gate appear at the entry gate only during siege, but i didn't find this yet.

Tell me if you find others.
For the custom banner, i don't know, i tried using the one called "custom..." but doesn't work apparently.

Sorry to both, but I don't have any advice, on any of your questions. Like both of you I'm a beginner in scene making and moding, so I get my info from tutorials.
I haven't started on AI mesh, or decoration. And all of the time I just learn on my mistakes. We would really use some help from someone with more experience in scene making.

I think with 3 brains we can manage to make it work properly ;) so let's share what we understand but yeah an experience scener could be a great gain of time i guess.
Cheers !
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on October 09, 2010, 11:21:41 am
Still haven't figured out how to make siege scenes or proper AI meshes... But I'm getting there veeery slowly :P
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on October 10, 2010, 05:54:12 pm
We're all at that point don't worry  :lol:

Ok maybe i wasn't really clear enough in my last post.
What i was saying for SIEGE scenes was this :

- the 'normal' scene you edit/create will also be used for siege
- the ONLY difference (that i've noticed) is that some objects you placed will be visible in SIEGE only (not during a walkarround in the castle).
- is concerned by this : ladders, walls...

If you wanna be sure, just try it ! Save your scene, sometimes you have to load the whole game again for changes to appear... Then just launch a siege with few troops, you'll see if the objects intended for SIEGE are there or not.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on October 11, 2010, 01:44:41 am
Will do, thanks for the tips.  ;)

Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on October 15, 2010, 03:47:15 pm
Anyone know how we are going to "merge" our works and put them all into 1 module. Hurleur fixed the "surrender or die" bug, so all we have to do are some scenes and some troop trees, and we should be ready for a beta release :D
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on October 15, 2010, 05:21:03 pm
send me all, i merge and i upload .
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on October 16, 2010, 10:04:10 am
Great, thanks, I'm sending over the rock as soon as I do the AI mesh  ;)
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on October 18, 2010, 05:57:36 pm
Same here, sorry i need some time to do this  :-[ Got lot of work besides...
Wasn't there some other functionnalities to implement for the mod before beta ? Or old version already has them (i haven't tried it) ?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on October 20, 2010, 12:44:18 am
The functionalities can wait, I think that we should release a beta version as soon as we have the major scenes and troop trees, because (hopefully) it might attract some modders to "join the cause".

And it would be just as playable as native.
Title: Re: ASoIaF porting to WARBAND
Post by: Ubijca on October 21, 2010, 10:04:01 am
Hi everybody!

Please upload somewhere the beta. The old version http://www.mbrepository.com/file.php?id=1957 has many bugs (surrender or die bug, the lords don't leave their castle, I can't join to any kingdom etc). I read these bugs are fixed, so the beta should be completely playable. And a changelog/guide would be nice.
Sorry for my impatience, but i can't wait for this cool mod.:D
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on October 21, 2010, 05:12:08 pm
Hi everybody!

Please upload somewhere the beta. The old version http://www.mbrepository.com/file.php?id=1957 has many bugs (surrender or die bug, the lords don't leave their castle, I can't join to any kingdom etc). I read these bugs are fixed, so the beta should be completely playable. And a changelog/guide would be nice.
Sorry for my impatience, but i can't wait for this cool mod.:D

For now, only the surrender or die bug has been solved, which most likely means that the kingdoms would be joinable as well. But the lords still don't leave their castles, I have asked Hurleur on the TW thread to look into this. Hopefully it will be fixed soon, and then we'll merge our scenes and hopefully release a fully playable beta.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on November 01, 2010, 03:51:48 am
Just a notice, when you guys are done with your scenes, send them to Hurleur, and he'll merge them.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on November 07, 2010, 05:18:51 pm
In case a moderator is reading this, I'd like to have the screenshots for warband topic sticked to the top of the board, like this topic.

Hope that I'm not the only one left here :P.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on November 13, 2010, 02:32:49 pm
Just to warn whoever might be looking at this topic to be made aware that we are now working on troop trees, and the discussion is active in the I'm Sick of Waiting... topic.
Title: Re: ASoIaF porting to WARBAND
Post by: Rule zum Rabensang on November 14, 2010, 05:33:37 am
just want to say that i'm indeed following this thread and i hope you make good progress!
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on November 14, 2010, 05:58:13 am
Ok Eriyes are nearly done, had to let go for a while, lots of stuff in personnal life sorry  :-[
I'm testing some features in this, then i'll try to make it playable for Polished Landscape too.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on November 14, 2010, 06:00:55 am
Beuse, make sure to save the file before adding PL because it will seriously screw up your landscape (at least that's what it did to me :P)

Have you done the AI mesh as well?
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on November 15, 2010, 03:54:47 am
Hey Tito don't worry i made a copy and now backups in two separate files hehe i saw your previous problem with PL. The PL version even has some trees that are tilted (not vertical) and that i can't remove for some reason but anyway it's nearly not visible, unless you check the whole map.

AI mesh is done and after some testing with different cases (siege, defensers sally out..., sightseeing tour of the castle) it seems completly functionnal, towers etc. I posted it on talesworld forum but i'll finish with some small details still. Tonight, you'll be able to change the status to "done" :)


P.S. btw if we have to discuss on testing scenes, or other practical issues we should agree on which thread and which forum to post this no ? How about a "Scening progress" thread here ?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on November 15, 2010, 04:00:25 am
Hey Tito don't worry i made a copy and now backups in two separate files hehe i saw your previous problem with PL. The PL version even has some trees that are tilted (not vertical) and that i can't remove for some reason but anyway it's nearly not visible, unless you check the whole map.

AI mesh is done and after some testing with different cases (siege, defensers sally out..., sightseeing tour of the castle) it seems completly functionnal, towers etc. I posted it on talesworld forum but i'll finish with some small details still. Tonight, you'll be able to change the status to "done" :)


P.S. btw if we have to discuss on testing scenes, or other practical issues we should agree in which thread and which forum no ? How about a "Sceening progress" thread here ?

Great, I only figured out the AI mesh thing yesterday :P

Did you figure out the whole siege objects thing?
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on November 15, 2010, 06:43:10 am
Quote
Did you figure out the whole siege objects thing?

Are you talking about items for siege ? Cuz for this i only added the ladder and watch out for correct entry points. Ah and i added some fire for siege too :) But i still don't have a list of items specific for sieges, i just tried them in fact.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on November 15, 2010, 07:34:23 am
So any ladders you put there are going to show up only during sieges?

Also, love the destructible door :D

But It's a little too big for it's frame, so it just stays stuck in there and loses collision when destroyed, maybe you could try scaling it down a bit.
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on November 15, 2010, 08:48:51 am
Yea when i started the scene under warband 1.131 the destructible door was falling fine on the ground (same one). Now under 1.132 it doesnt fall correctly. I don't know if it's possible to resize an objet. You know how to do this ?

For ladders, use the one starting by the name "siege_ladder_..." in scene props.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on November 15, 2010, 09:08:32 am
When you right-click an object in scene-building mode, you have, on your left, three fields that say "Scale" and that are set to 1.00000. These three represent the height, weight, and length, in order to make something smaller, you'd put all the fields to 0. 85 for example. That's how I made the Rock's keep a lot bigger than the normal one, by setting it to 3.0000
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on November 15, 2010, 11:30:42 am
Niiiiiiice  :green: i was so much onto objects and stuff i didn't even noticed this. Also i tried to have fun with weather but i'll keep it really gentle i think. Thanks for this tip i'll try this with the door, and it's gonna be useful for cities like King's landing (which i'd like to make after finishing this one).
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on November 15, 2010, 12:22:58 pm
Do you, by chance, know the entry point number for the prison guard?
Title: Re: ASoIaF porting to WARBAND
Post by: BEUSE on November 15, 2010, 03:12:44 pm
yep it's entry point 24
Title: Re: ASoIaF porting to WARBAND
Post by: Bloodraven on December 01, 2010, 07:56:09 am
Do you need any help with this mod? I dont know practicly nothing about modding but I am willing to learn just to complete this mod as soon as possible :D
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on December 01, 2010, 03:12:43 pm
Do you need any help with this mod? I dont know practicly nothing about modding but I am willing to learn just to complete this mod as soon as possible :D

Any help is appreciated.

For now, troop trees are what we need the most. You could try with the Stormland troops (heavy armor, 2 handed weapons like morningstars, and  heavy crossbowmen, etc. etc... a mostly defensive troop tree)

http://forums.taleworlds.com/index.php?topic=105928.0 (http://forums.taleworlds.com/index.php?topic=105928.0)  - here, you can find a troop tree tweaking system which will make it easier for you to mod these things. IMPORTANT NOTE - Download the official modding tools for 1.132 first, install them, and use the Editor to edit the troops.py (python) files, not the .txt files. It's the same, essentialy, but using the txts  might cause trouble further down the road, when we start implementing our own items, and would require a lot of copy-pasting to merge.

Welcome aboard!
Title: Re: ASoIaF porting to WARBAND
Post by: Bloodraven on December 02, 2010, 09:07:29 am
ok i have made a quick sketch for the Stormlands troop tree:

                         
Stormland recruit ->Stormland soldier -> Stormland Man-at-Arms   -> Dismounted Knight of the Stormlands
                                                        -> Stormland Cavalry          ->Squire -> Knight of the Stormlands
                         
                          ->Stormland crosbowman-> Veteran Stormland Crosbowman-> Heavy Stormland Crosbowman

Althrough I think that Dismounted Knights and the Squries should have their own troop tree (maybe they should be recruitable in the castles if its possible):

Squire->Knight of the Stormlands -> Dismounted Knight of the Stormlands
                                                 -> Mounted Knight of the Stormlands           
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on December 02, 2010, 04:58:35 pm
ok i have made a quick sketch for the Stormlands troop tree:

                         
Stormland recruit ->Stormland soldier -> Stormland Man-at-Arms   -> Dismounted Knight of the Stormlands
                                                        -> Stormland Cavalry          ->Squire -> Knight of the Stormlands
                         
                          ->Stormland crosbowman-> Veteran Stormland Crosbowman-> Heavy Stormland Crosbowman

Althrough I think that Dismounted Knights and the Squries should have their own troop tree (maybe they should be recruitable in the castles if its possible):

Squire->Knight of the Stormlands -> Dismounted Knight of the Stormlands
                                                 -> Mounted Knight of the Stormlands           

I think that the squires should go directly to "mounted knights" and "dismounted knights" rather than having a common "knight" between them (because he'd have to be mounted or dismounted too :))
It would be interesting to have squires recruitable at towns or castles (not to often, maybe 1 squire per week, and only in some friendly castles, so not to overdo it with the future knights) and the squire should be a pretty weak unit, with some decent armor, but should the player manage to protect him, he would get to be a capable knight eventually, although it would take a lot of experience-gathering on the squire's side. Also, squires should be unavailable to a player who isn't yet a noble, (because a non-noble can't make a squire into a knight, officially).

If you go for the squire system, then remove the squires and knights completely from the "common" troop tree, and make it go like this(from Man-at-arms onwards):
Stormland Man-at-arms -> Stormland Infantry -> Stormland Sergeant (or something like that, the names don't need to be like this :P)
Stormland Cavalry -> Stormland Heavy Cavalry

I'll go and ask Hurleur about how to pull off the squires being recruited at the castles :)

Also, remember, download the module system for 1.132 first, and use the editor to edit the python files  ;)
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on December 03, 2010, 09:43:46 am
Hi ,personally i think that we must do olny 3 troop tree at start.
One for Dorne (Saranid/Desert equiped troop)
One for the North (Vaegir/Cold equpied troop)

And a common troop tree for the other faction.
  but with some special unit for exemple give to the Reach faction better cavalry line etc....

By the book i remember:
Dornish have round shield, and some spearmenand they use guerilla technic (hit and run.)so i think they must have light and fast unit.
Title: Re: ASoIaF porting to WARBAND
Post by: Bloodraven on December 03, 2010, 11:50:04 am
Ok...how do I mod python files again? :D
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on December 03, 2010, 12:44:26 pm
With Morgh's editor.

But if you have another idea of Tree , you can share it. Maybe your idea ware better or maybe we can merge .
Title: Re: ASoIaF porting to WARBAND
Post by: Bloodraven on December 03, 2010, 01:03:03 pm
I like the idea of an common army. Maybe the recruits in the villages should be the same for Vale, Stormland, Reach...but different in the castles (Knights). What do you think?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on December 03, 2010, 04:18:31 pm
I like the idea of an common army. Maybe the recruits in the villages should be the same for Vale, Stormland, Reach...but different in the castles (Knights). What do you think?

Each culture should have it's own troop tree, due to the differences amongst them, but some could be "merged" as a temporary solution (we already have the dornish troop tree by Mr. Freshh but we somehow need to put it into Python, Bloodraven could do the Stormlanders, and I'll get to work on the Vale troops this very moment, leaving three regions with very similar troops, the Reach, the Westerlands and the Riverlands for the "merging").
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on December 03, 2010, 06:35:15 pm
What are the speciticity of the Stormland and the Vale culture?? I prefer add them in the common culture. The composition of army are different, but i always think they all have a Western Europe troop tree.
It's like medieval europe. All troop were the same.
Title: Re: ASoIaF porting to WARBAND
Post by: Bloodraven on December 04, 2010, 03:01:26 am
I would agree with Hurelur. Maybe the Vale should have a diffrent troop tree since they are so cut off from the rest of the Westeros, but Westerlands, Reach, Riverlands and Stormlands should have a similair troop tree.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on December 04, 2010, 05:29:19 am
I would agree with Hurelur. Maybe the Vale should have a diffrent troop tree since they are so cut off from the rest of the Westeros, but Westerlands, Reach, Riverlands and Stormlands should have a similair troop tree.

Alright, I already created a Vale troop tree now (I'll also finish an already existing northern troop tree that I have - just have to do the upgrades manually, the editor still doesn't have that option in .py). You can create a common troop tree for the "european-like" factions  :).

Also, will we be use Mr. Fresh's troop tree for the Dornish, despite it being in txt?

It seems that we might have a semi-functional release by the time winter comes  :D.

PS. Does any of you know how to smooth out the map a bit. Dorne, for example, is very hard to move through.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on December 06, 2010, 03:00:26 pm
Here's a more detailed look at the troop tree:

The infantry:
(http://img837.imageshack.us/img837/8702/valeinf.jpg)

The melee infantry is armed mainly with swords (from arming swords to swords of war), while the ranged infantry is armed with throwing weapons (skirmisher), light crossbows (crossbowman and defender), siege crossbows (sharpshooter), and one handed weapons.

The cavalry (not too many of those :P):
(http://img706.imageshack.us/img706/7836/valecav.jpg)
Cavalrymen are armed with crossbows for ranged combat, and lances or swords for melee. The common cavalry has ordinary horses, while the elite cavalry uses chargers).
Title: Re: ASoIaF porting to WARBAND
Post by: AndreSo on December 07, 2010, 07:01:02 am
(copying from the thread on TW).

Hiya guys,

André here who tried to help out earlier by stirring some interest for the mod (not a modder myself). I'll hopefully have more time soon to contribute with whatever doesn't include modding. Like texts, dialouge, genreal ideas etc.

I think The Tower of the Hand could prove an excellent source for information such as character descriptions, family trees, banners etc.

Here are their banners for example: http://www.towerofthehand.com/reference/houses.html (http://www.towerofthehand.com/reference/houses.html)

I think they're pretty faithfull to the books. The Stark banner displaying a full, leaping wolf for example, the antlers on the Baratheon one, etc. Love the ones posted above, but suspect most people interested in the mod are nerdy fans who prefer to keep it by the book(s) as much as possible? =)

Next I'm thinking of gathering all the character stats for the most common characters. I think that's important. If I'm at a low level I want to be utterly fucked if facing Jaime or The Mountain, altough they'd be very different in fighting style, and so on.

Edit: Even better compilation of the banners, complete with house mottos, etc: http://www.towerofthehand.com/reference/compendiums/houses_standards.html (http://www.towerofthehand.com/reference/compendiums/houses_standards.html)
Title: Re: ASoIaF porting to WARBAND
Post by: Bloodraven on December 08, 2010, 10:47:29 am
I came across a serious issue. I used Morgh`s tools to make the Stormlands troop tree. But the game crashes everytime I try to see what I made in-game. So I cant screw with the python cuz the game simply crashes! :S

EDIT:: I just saw that we mean to make the common troop tree. Should I try doing that still?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on December 08, 2010, 12:28:29 pm
I came across a serious issue. I used Morgh`s tools to make the Stormlands troop tree. But the game crashes everytime I try to see what I made in-game. So I cant screw with the python cuz the game simply crashes! :S

EDIT:: I just saw that we mean to make the common troop tree. Should I try doing that still?

How exactly does the game crash? I have had some experience with crashing, might be able to help you out :)

You may do the common troop tree or the Stormland troop tree, whichever you prefer.

Did you use the build_module.bat, and did you se the path for it before that. More importantly did any errors show up when you activated the .bat file?
Title: Re: ASoIaF porting to WARBAND
Post by: Bloodraven on December 08, 2010, 12:42:29 pm
no, I didn`t use the build_module.bat...what is it? where do I find it?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on December 08, 2010, 12:50:26 pm
no, I didn`t use the build_module.bat...what is it? where do I find it?

It's in the module system folder :)

When you edit a .py file, you don't affect the game directly. You just tell the module system what to copy over when you use the build_module.bat

This - http://forums.taleworlds.com/index.php/topic,5408.0.html (http://forums.taleworlds.com/index.php/topic,5408.0.html) - explains the basics of working with .py files, which is all you need to know when editing troops with an editor :)
Title: Re: ASoIaF porting to WARBAND
Post by: Bloodraven on December 12, 2010, 11:09:29 am
Unfortunatly, I cant work on this mod. In the following weeks I have a lot of exams and I simply dont have the time to try screwing with the python. Im really sorry but unless you try to finish the mod AFTER New Year I cant help you :(    sorry
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on December 13, 2010, 12:29:47 pm
Unfortunatly, I cant work on this mod. In the following weeks I have a lot of exams and I simply dont have the time to try screwing with the python. Im really sorry but unless you try to finish the mod AFTER New Year I cant help you :(    sorry


No problem :)

I was hoping for a beta release when winter comes, but even after that's out, we still have lots of work to do until the full module is done.

Good luck with your exams :D
Title: Re: ASoIaF porting to WARBAND
Post by: Bloodraven on December 13, 2010, 12:37:23 pm
Well then, if you need help with the alpha just say it :)
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on January 23, 2011, 10:55:18 am
Just posting here to inform anyone that might be reading this that the mod is NOT DEAD, we have only stopped using this thread so often, and started using the one on the TW forums instead (http://forums.taleworlds.com/index.php?topic=112095.new#new (http://forums.taleworlds.com/index.php?topic=112095.new#new)).

Title: Re: ASoIaF porting to WARBAND
Post by: Hodor on August 17, 2011, 06:19:41 pm
Thx.




 I have idea for the starting class:

Noble: son of exiled lord, knight equipement and 1 squire as compagnions
Leader of mercenary compagny: good equipement, start with 2 compagnions and 10/20mercenary
Merchant :1 compagnons, good money.
Escaped Slave: just a staff and some fruits

What do u think about that?
sounds great!
a second son of an impoverished house for the Nobles would also make sense as all inherited lands go to the eldest in westeros and it seems in my mind that it is the seconds sons who must strike out on their own and pursue their own glories, whereas while the crimes of the father are not the sons we all know that most of the lords of Westeros would see it differently.

Defector of 1 of the free companies (windblown, Second Sons, Golden company?) with unique weapons and armour styles for each along with 10-20 of your brothers/sisters in arms might make the mercenary class delve a little further into the world of a.s.o.i.a.f.

Most merchants would have at least 5-6 sellswords to guard their goods while traveling, the kingsroad isnt that safe

the slave will be a challenging one!how do you get from slavers bay/yunkai/meereen/astapor/volantis to Westeros though? and are you a castrated Unsullied or a laborer or trained in the 7 sighs :P??

hope this is any use to you and great job on the mod so far!
and a belated congratulations on your wedding :D
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on August 17, 2011, 07:25:33 pm
Thx.




 I have idea for the starting class:

Noble: son of exiled lord, knight equipement and 1 squire as compagnions
Leader of mercenary compagny: good equipement, start with 2 compagnions and 10/20mercenary
Merchant :1 compagnons, good money.
Escaped Slave: just a staff and some fruits

What do u think about that?
sounds great!
a second son of an impoverished house for the Nobles would also make sense as all inherited lands go to the eldest in westeros and it seems in my mind that it is the seconds sons who must strike out on their own and pursue their own glories, whereas while the crimes of the father are not the sons we all know that most of the lords of Westeros would see it differently.

Defector of 1 of the free companies (windblown, Second Sons, Golden company?) with unique weapons and armour styles for each along with 10-20 of your brothers/sisters in arms might make the mercenary class delve a little further into the world of a.s.o.i.a.f.

Most merchants would have at least 5-6 sellswords to guard their goods while traveling, the kingsroad isnt that safe

the slave will be a challenging one!how do you get from slavers bay/yunkai/meereen/astapor/volantis to Westeros though? and are you a castrated Unsullied or a laborer or trained in the 7 sighs :P??

hope this is any use to you and great job on the mod so far!
and a belated congratulations on your wedding :D

Being the son of a Westerosi noble is not doable, I'm afraid, because then you'd need to have a your own house, a family, acquaintances amongst the nobles... etc. etc.

Being a defector from one of the free companies is a good idea, but definitely with less companions (maybe one or two comrades in desertion), and branching out the slave origin is nice too. I wonder how a lord would react if his lands were taken over by a eunuch :P

But we should focus now mainly on making it playable, and in later versions we might add some of these features to improve the feel.

Title: Re: ASoIaF porting to WARBAND
Post by: Hodor on August 19, 2011, 11:21:10 am
fair enough, but if your the son of an exiled lord will you be able to reclaim your familys seat at some later stage of gameplay if you so choose? and whichever one of the faction leaders exiled your noble father should bear some mistrust to you, i know its important to first get the scripting and textures and scenes and all that done for now but westeros isnt a forgive and forget kind of place and it would be awesome if your choices in the beginning have a significant impact on the gameplay (i.e how npcs react and everything) although will that flood of data make the game unreasonably large?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on August 26, 2011, 11:42:27 am
fair enough, but if your the son of an exiled lord will you be able to reclaim your familys seat at some later stage of gameplay if you so choose? and whichever one of the faction leaders exiled your noble father should bear some mistrust to you, i know its important to first get the scripting and textures and scenes and all that done for now but westeros isnt a forgive and forget kind of place and it would be awesome if your choices in the beginning have a significant impact on the gameplay (i.e how npcs react and everything) although will that flood of data make the game unreasonably large?

The latest version for .903 did it nicely... You could choose that you are Ironborn, and Ironborn raiding parties would not attack you, and you started out with superior equipment, but all the factions were hostile towards you... I think the main choice in this version would be westerosi/foreigner and noble/commoner.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on August 29, 2011, 03:31:32 am
In this version , in all case your character is not from Westeros.
 Son of a exiled Lord , but a very small Lord, someone like Petyr Baelish (his demesne , not his job.)
 
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on December 01, 2011, 12:56:12 pm
Is anyone instersted by testing?
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on December 01, 2011, 01:39:36 pm
Is anyone instersted by testing?

Of course :D
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on December 01, 2011, 01:54:06 pm
IHi , still advance slowly ;-)

Here is the link,   oops Pm only

It's not the last version ( i correct the recruitment bug)
 It's not even an alpha but u will see that i have some progress.
Thing that i am aware off:
 The vale faction suks ,
some banner are not correct ( a list is welcome)
I do not remember if i put the right scene.txt, if not the scene are broken . ( i can send u the right txt when u want)
and i got a bug about reinforcement ( already fixed today)
 Some "vassal" troop are nude.

 Try it and say if u think i must continue.
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on December 01, 2011, 02:56:07 pm
I didn't have the time to make a list of banners yet, but so far it looks good. I like how you have all those named mountain clans and I beat Shagga Son of Dolf.

Lannister armies look fine, they're the only ones I faced so far.

I get to hire Vaegirs in Lannister villages though, and I've got Vaegirs patrolling the cities and guarding the castles. The icons on the map are also a bit messed up (snowy villages all around and stuff, a desert city icon for King's Landing).

The menus for recruiting soldiers are still available to me even though I'm not a noble (test character).
Nothing happens when I use them, though.

But it's looking good so far :)

I gotta run now, but I'll test this further and make a more detailed report.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on December 01, 2011, 08:38:13 pm
I get to hire Vaegirs in Lannister villages though, and I've got Vaegirs patrolling the cities and guarding the castles. The icons on the map are also a bit messed up (snowy villages all around and stuff, a desert city icon for King's Landing).

The menus for recruiting soldiers are still available to me even though I'm not a noble (test character).
Nothing happens when I use them, though.


Yes the castle recruiting is active in all castle, i know . Normally it's only availlable if u own the castle yourself .
 U can't recuit because when u hit the button, there is a delay before troop is produced and the troop do not go in ur party but in the castle garrison .

Ps if u can take some screen and post them.....

 If you want to have some fun, try the son of noble
Title: Re: ASoIaF porting to WARBAND
Post by: VonLowe on December 14, 2011, 01:31:05 pm
PM me the dl link I would be happy to test it for ya bro
Title: Re: ASoIaF porting to WARBAND
Post by: WinterIsComing on December 26, 2011, 08:23:28 pm
I would love to test the mod as well, I don't know anything about developing the game but love the books and think I could help out. Thanks!
Title: Re: ASoIaF porting to WARBAND
Post by: frozzey on March 01, 2012, 03:11:45 pm
When i found this, i was like "THANK YOU GOD!", and now gonna play the old version. But i'm really intrested in testing the version for Warband! :3
Title: Re: ASoIaF porting to WARBAND
Post by: Comrade Tito on March 06, 2012, 11:56:37 am
When i found this, i was like "THANK YOU GOD!", and now gonna play the old version. But i'm really intrested in testing the version for Warband! :3

Glad someone is still enthusiastic about this :)

There is an abundance of ASoIaF/GOT based mods available on the TW forums, but I don't think one of them comes close to the greatness of the old mod for the .903 beta.
Title: Re: ASoIaF porting to WARBAND
Post by: lorderok on April 22, 2012, 09:17:14 pm
Hello everyone! I love M&B:W and ASOIAF, so do you think I could try to test the version of this mod for Warband?
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on April 23, 2012, 01:50:22 am
Yep u can try it , but it's only a sort of demo , but all faction have their troop tree , lord , location.
If your computer is not so powerfull , it worth the try , if it is powerfull , maybe you can try the Clash of king mod (see on TW forum /caravanserai)
Title: Re: ASoIaF porting to WARBAND
Post by: lorderok on April 23, 2012, 08:39:47 am
Yep u can try it , but it's only a sort of demo , but all faction have their troop tree , lord , location.
If your computer is not so powerfull , it worth the try , if it is powerfull , maybe you can try the Clash of king mod (see on TW forum /caravanserai)
Well, I'd very much like to help test it and perhaps work on it in the future.  The Clash of Kings mod is not extensive enough in my tastes, having little in the way of unique companions or items.  In addition, the map's cities are mislabeled (Winterfell is only a castle and not a town), and there are far too many extra mods forcibly included.  Do you think I could have that link now?  I'll be glad to report glitches, bugs,and et cetera.
Title: Re: ASoIaF porting to WARBAND
Post by: hurleur on May 13, 2012, 12:15:40 pm
http://www.2shared.com/file/wS2cqo4J/Westeros-PBOD5.html (http://www.2shared.com/file/wS2cqo4J/Westeros-PBOD5.html)

You can try this.