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Author Topic: [OLD] Craftmod Community Expansion Project v1.5  (Read 19856 times)

Offline Winter

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[OLD] Craftmod Community Expansion Project v1.5
« on: January 12, 2007, 08:48:56 PM »
Craftmod CEP 1.5 is now released for M&B 0.8xx. The source is now fully open and may by edited or added to by anyone for noncommercial purposes. Most of the source is stable, particularly Version 1. Known unstable code is marked as such in the readmes and is included for those who want to play with it.

Craftmod is a large modification for M&B that adds a full-fledged player crafting system to the Native game. There are hundreds of new items you can craft and play with, from crossbows to primitive firearms. It is designed as a project that will aid the general quality and scope of M&B mods by increasing the art and scripting resources they have available, and can therefore be expected to be featured in many other mods.

If you'd like to use any of Craftmod's various components in your mod, simply download the source and edit away.


Features:

- 6 skills: Blacksmithing, fletching, mining/smelting, leatherworking, horse rearing, tailoring.
- Crafting shops in every town.
- Several new interiors, many new meshes and items.
- Dozens of crafting materials and components.
- Craft the same items out of different resources; from ash to yew, from bronze to damascene steel.
- Mine your own ore, chop your own wood.
- Players getting ambushed while resting in camp.
- Player-initiated ambushing system. Catch any party you like flat-footed and beat the hell out of them, if you can.
- Crafting batches of items for your Retainers and equipping them with same.
- NPCs walking around town.
- Fully-featured player camps. Craft, rest, hunt, trade with party heroes for free -- it's all possible.
- And more!



Screenshots by Septa Scarabae:





Screenshots by Flamelock:

http://forums.taleworlds.net/index.php/topic,10025.msg205233.html#msg205233



THINGS THAT ARE STILL LACKING:

- Unique stats for bronze and iron weapons.
- Trained saddle horse texture (very lightly-armoured)



Download it here:

http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=8&lid=192


Source code:

http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=4&lid=306



Known issues:

- Brass-hilted swords show up as bronze in inventory. This is a Native problem, Armagan knows about it, and there is no telling when it will be fixed.
- Stat incongruities remain. Work on this is welcomed.



CREDITS:


Many weapons and item meshes donated by RR_Raptor, Luigi, Yoshiboy, Jik.
Armour donated by Septa Scarabae.
New terrain textures by Chel.
Stats help by Pinetor, Damien.
Timber grove redecoration by Hussey.
Logo by Septa Scarabae.


Draught horse (unarmoured) (Leodan Flamelock)
Gelding (unarmoured) (Leodan Flamelock)
Palfrey (unarmoured) (Thorgrim)
Destrier (unarmoured) (DaBlade)

Trained draught horse (unarmoured) (Leodan Flamelock)
Trained gelding (unarmoured/very lightly-armoured) (Leodan Flamelock)
Trained palfrey (medium-armoured) (Highelfwarrior)
Trained destrier (heavily-armoured) (Ryuta)

Trained sumpter horse (medium-armoured) (Septa Scarabae)
Trained saddle horse (very lightly-armoured) (No one yet)
Trained steppe horse (anything from lightly-armoured to heavily-armoured, armour could be done in cataphract style) (Eagle114th)
Trained courser (lightly-armoured) (Lhorkan & Flamelock)
Trained hunter (medium-armoured) (Leodan Flamelock)
Trained warhorse (medium-armoured) (Chilly5)
Trained charger (heavily-armoured) (Leodan Flamelock)

INTERIOR MODELS, in order of importance
- Smithy (weapons and armour) (Stryker)
- Bowyer/fletcher's shop (Dynamite Cow)
- Mine (Thorgrim -- preliminary mesh done)
- Leatherworker's shop (Yoshiboy)
- Horse farm (Dynamite Cow)

OBJECTS
- Polearm heads for all the native polearms/axes and RR_Raptor's Weapon Expansion polearms. (Me)
- New arrows and bolts with different heads. (Yoshiboy)
- Arrowheads for the native arrows and the new types. (Yoshiboy)
- Arrow/bolt/throwing weapon shafts. (Yoshiboy)
- Heads for the native throwing weapons. (Me)
- A big black lump of coal. (Ubberdorc)
- Shield bosses (Lhorkan)
- Crossbow mechanisms (Lhorkan and Me)
- New Crossbows (Lhorkan and Me)
- A square of unworked leather. (Me)
- A square of untanned hide. (Me)
- A hunting horn, for hunting. (Leodan Flamelock)
- A spinning wheel. (Marsec)
- Timber grove map icon (Cartread)
- Horse farm map icon (Scion)
- Mine map icon (Me)

TEXTURES
- Weapons1.dds's steel redone to look like damascene (watered) steel. (Jace)
- Weapons1.dds's steel redone to look like bronze. (Ubberdorc & Jace)
- Weapons1.dds's steel redone to look like iron. (Jace)
- Native bows retextured to proper wood colours. (Me)
- Native iron bar retextured to bronze. (Me)
- Native iron bar retextured to steel. (Me)
- Native iron bar retextured to damascene steel. (Me)
- Weapon Expansion retextured for different crafting materials. (Jace)

SCENES
- A dense forest on rolling hills. (Me)
- A mining camp. (SigniferOne)
- A high-speed obstacle course for horses. (Me)

UNCOMPLETED
- Weavery interior
- Horse barding
- New items of any persuasion (weapons must be either mapped to weapons1 or RR_Raptor's sword textures or come with their own bronze/iron/damascene textures)

Please post here or PM me if there's anything you would like to add to the Craftmod CEP.

Sedulously,
Winter
« Last Edit: June 25, 2008, 12:50:05 AM by Winter »

Brigadier Hussey

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Re: Craftmod Community Expansion Project v1.4
« Reply #1 on: January 13, 2007, 05:59:58 AM »
*Sob*
He doesn't love me enough to put my name in the contributors section...

Offline Fisheye

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Re: Craftmod Community Expansion Project v1.4
« Reply #2 on: January 13, 2007, 09:09:10 AM »
I'm considering incorporating Craftmod into Band of Warriors. Now that I've made Band of Warriors closed source the main problem of source accessibility is gone...

If I do this I'll document the whole process and post a tutorial. Might be a while before I get to it though, real world is busy.

Offline Winter

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Re: Craftmod Community Expansion Project v1.4
« Reply #3 on: January 13, 2007, 09:18:02 AM »
I'm considering incorporating Craftmod into Band of Warriors. Now that I've made Band of Warriors closed source the main problem of source accessibility is gone...

If I do this I'll document the whole process and post a tutorial. Might be a while before I get to it though, real world is busy.

That'd be brilliant. Fortunately most of the code is a lot more accessible in the new version, apart from module_items.py , and I've painstakingly documented the inputs, outputs and (in some cases) operations of every new script. That's become quite the hornet's nest. :-\

Still, I've included lots of comments as to proper incorporating, but it would be great to have someone else go over it and tell me what needs more or clearer commenting.

Cohesively,
Winter

chinux23

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Re: RELEASED: Craftmod Community Expansion Project v1.4
« Reply #4 on: January 16, 2007, 02:54:05 PM »
For some reason, I am experiencing FPS drop when in the City. Does anyone have the samething happend, or just me?

francohsg

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Re: RELEASED: Craftmod Community Expansion Project v1.4
« Reply #5 on: January 16, 2007, 11:25:38 PM »
My game crashes when i click on "camp" button(while playing in edit mode)....
don't really know the reason....
and when I try to make the ambush trap the game also crashes very often.
weird, anyone having those problems too?
« Last Edit: January 16, 2007, 11:27:59 PM by francohsg »

Offline Winter

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Re: RELEASED: Craftmod Community Expansion Project v1.4
« Reply #6 on: January 17, 2007, 08:27:02 AM »
There was a problem with the installer, it contained the wrong version of Craftmod. Anyone who has downloaded before now, please download it again.

Wordlessly,
Winter

Noctis

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Re: RELEASED: Craftmod Community Expansion Project v1.4
« Reply #7 on: January 18, 2007, 10:47:56 AM »
Great mod, but there are some problems.

1) It's Impossible to create item batches for your retainers, because it won't recognize any items in your inventory, regardless whether there are 5 of them or not. It's impossible to make batches normal items again also.

2) I'm yet to discover a way to attain retainers in-game other than starting as a mod tester which gives ridiculously high starting stats.

3) Sometimes there's a hostile wandering NPC created in a town which makes other NPCs, except for the shopkeepers, hunt him, even though he is usually in a unaccessible part of the town. It usually happens during night or twilight hours.

Also, you should add the crafting shops or workbenches to the conquerable castles as well. It'll make them at least feel less empty.
Keep up the good work!



- Noctis

francohsg

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Re: RELEASED: Craftmod Community Expansion Project v1.4
« Reply #8 on: January 18, 2007, 04:33:07 PM »
There was a problem with the installer, it contained the wrong version of Craftmod. Anyone who has downloaded before now, please download it again.

Wordlessly,
Winter

Yez i downloaded it again from file repository, but the problems i talked about still persists(the game crashes when i try to ambush someone very often, but not always)
and the problem with the camp button is not a REAL problem, because we can always talk to a party member and camp.
keep up the good work!!

THE PERFECT MOD: CRAFTMOD + RECRUITABLE PRISONERS + A SHIELD LYING ON THE WATER!!!

Mravac Kid

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Re: RELEASED: Craftmod Community Expansion Project v1.4
« Reply #9 on: January 19, 2007, 08:13:33 PM »
Is there a list of item combinations available somewhere? And a list of weapon properties? I want to make armor and weapons for the two dummies with me, but I don't know what I need for which, and there's many, many swords so I'm having difficulty figuring out which ones are which.

Rezzle

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Re: RELEASED: Craftmod Community Expansion Project v1.4
« Reply #10 on: January 21, 2007, 06:35:56 AM »
Quote
2) I'm yet to discover a way to attain retainers in-game other than starting as a mod tester which gives ridiculously high starting stats.

When you have some troops, be it vayger swadian or normal peasants, just talk to them and choose the option which says something like It's time for you to enter my services or something like that.  Depending on the troops level they may or may not join.

krazyk9

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Re: RELEASED: Craftmod Community Expansion Project v1.4
« Reply #11 on: January 27, 2007, 03:22:46 AM »
I'm the only one that considers that image in the Mount & Blade starter a little too Bolshevik?

Rezzle

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Re: RELEASED: Craftmod Community Expansion Project v1.4
« Reply #12 on: January 30, 2007, 07:28:10 PM »
The idea of communism was a good one, they just had the problem of a world war at the door step and then stalin came along.  The idealism was there the timing and leadership wasn't.  So overall I don't mind the logo, nothing wrong with it, suits the mod I think.

Crom

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Re: RELEASED: Craftmod Community Expansion Project v1.4
« Reply #13 on: January 31, 2007, 06:48:44 AM »
"The hammer and sickle is a symbol used to represent communism and communist political parties. It features a sickle superimposed on a hammer. The two tools are symbols of the peasantry and the industrial proletariat; placing them together symbolises the unity between agricultural and industrial workers."

That's the quote from Wikipedia.com and it makes perfect sense for this particular mod.

-Crom

newb

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Re: NEW RELEASE: Craftmod Community Expansion Project v1.5
« Reply #14 on: April 11, 2007, 09:45:04 AM »
If i try to make a composite bow it turns into a bronse sword...
Also; where is the tailor and how do I dye stuff? And what is tannin for? And the instructions onb how to make what, and where?

... and a last thing... fix the secret chest in thir so I can access all three of them....