Mount & Blade

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Original Thread with description: Sword of Damocles - Gold V4.5 Please read this first before asking questions already answered. I decided to go ahead and post the next patch for Sword of Damocles. I’m not trying to step on von Mistont’s toes but it’s been a

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Original Thread with description: Sword of Damocles - Gold V4.5 [updated v4.55c]

Please read this first before asking questions already answered.


I decided to go ahead and post the next patch for Sword of Damocles. I’m not trying to step on von Mistont’s toes but it’s been a couple of weeks since I completed this patch and spent hundreds of hours working on it. It seems most of the team has got real life things going on. I’d also combine this with all the server issues happening since Warband released.

Anyhow, this is patch 4.55c and I think it will fix a lot of problems people are having during battles. There are still bugs with quests and a few others so this is not final release but it will be the biggest patch that will be issued.


Directions (if you are not familiar with how M&B modules work):

1.)Backup your “Sword of Damocles - Gold V4.5 beta” folder first in case you are computer challenged (just copy and paste it somewhere)
2.)Download and unzip (7-zip)
3.)Delete the “Resource” and “Texture” folders
4.)Copy the new Resource and Texture folder you just extracted into your “Sword of Damocles - Gold V4.5 beta” module folder
5.)Copy the other files directly into the “Sword of Damocles - Gold V4.5 beta” folder (say yes to replace)
6.) Changes will not come into effect until a new game is started.


Quick Summary:
1.)Lods for all new SOD items
2.)Lods for the majority of native items that were missing them
3.)Updated Villanese (all new graphics and a few stat tweaks)
4.)Updated Zerrikanians (a few units)
5.)Updated Antarians (a few units)
6.)Updated Marinarians (a few elite units with heraldic gear)
7.)Updated all hero companions (dialogs, stats, skills, gear, but kept names the same so interactions are the same)
8.)Updated stats on royal artifact items
9.)Updated strategy advisor screens (had a couple errors)
10.)Fixed slaver parties so they do not spawn with any non-blunt weapon / troop
11.) Complete list of all changes in spoiler below (many small things not listed)…


Spoiler:  
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1.) Delete the following textures from Sod 4.5 Gold folder (no longer needed because items removed / combined with other textures) so faster battle load in times:

Brassboots (moved to antplate3 texture to save space)
Brassgauntlets (moved to elephant_guard_glove texture to save space)
cloaks_1 (removed all old style cloaks, may need to fix jester item cheat category – just take out)
cloaks_2
decor_hammer (moved to a elephant_clergy texture to save space)
dvor_lamellar1 (moved to a new texture to save space)
dvor_lamellar2 (moved to a new texture to save space)
eagleplate (moved to a noble_spiked_helm texture to save space)
elephant_guard_sickle_1 (moved to a brassarmor texture to save space)
elephant_missiles (moved to a elephant_clergy texture to save space)
legion_armor_1_spec (removed and combined with legion_armor_2_spec)
legion_greaves (removed and combined with legion_armor_4)
legion_greaves_spec (removed and combined with legion_armor_4_spec)
legion_helm_02 (was similar to legion_helm_03)
legion_helm_02_spec (was similar to legion_helm_03_spec)
legion_helm_09_spec (removed and combined with legion_armor_08_spec)
legion_helm_12_spec (removed and combined with legion_armor_08_spec)
jester_glove (moved to a new texture to save space)
jotnar_clan_armor_7 (moved to a new texture to save space)
jotnar_clan_armor_8 (moved to a new texture to save space)
marboots1 (moved to a new texture to save space)
marboots2 (replaced on troops with darkboots)
marboots3 (moved to a new texture to save space)
red_surcoat_over_mail (moved to boyar_armor1 texture to save space)
serpent_host_armor_1 (moved to oprichnik_mask1 texture to save space)
serpent_host_armor_4 (moved to a new texture to save space)
serpent_host_armor_7 (moved to a new texture to save space)
slavers_2 (moved to slavers_1 to save space)
surcoat_bur_05 (moved to kanobou_iron texture to save space)
surcoat_comp_1 (moved to a new texture to save space)
surcoat_comp_24 (moved to kanobou_wood texture to save space)
surcoat_dav_03 (moved to a new texture to save space)
vilboots1 (moved to a new texture to save space)
vilhelm1 (moved to a new texture to save space)
vilchain2 (moved to a new texture to save space)
vilchain3 (moved to a new texture to save space)
berdiche
berdiche_mask
helm_rajputi
oprichnik_mask3
dvor_archer_mask2


2.) module_scripts.py:

Replaced itm_marboots2 (#marinian lords) with itm_marboots1
Replaced itm_margloves1 with itm_darkgauntlets (3 times: marinian start gear, strategy advisor gear, marinian lords 1-10 gear)
Replaced itm_villchain3 with itm_vilarmor_9 (vill start gear)
Replaced itm_villchain2 with itm_vilarmor_10 (strategy advisor and vill lord)
Replaced itm_villchain4 with itm_vilarmor_12 (vill lord 11-20)
Changed starting vill horse from war horse to villanese warhorse (itm_vilhorse1) for starting character and strategy advisor
Added nomad bow and arrows as starting equipment for zerrikanians.
Changed zerrikanian lord equipment (11-20) from itm_bashkirmitten to itm_black_army_leather_gloves (deleted bashkirmitten)
Deleted references to trp_sod_ant_knight, trp_sod_ant_paladin, trp_sod_vil_knight
Replaced itm_oprichnik_mace with itm_mace_pear (zerrikanian lords)


3.) module_skins.py:

Added 15 new Villanese war paints


4.) module_items.py:

Deleted all Villanese cloaks and chain mails (to much clipping and made new armors with capes / hoods so same theme)
Deleted itm_marboots2 (looked like itm_darkboots so swapped out on troops)
Deleted itm_margloves1 (looked like itm_darkgauntlets so swapped out on troops)
Added lots of Villanese armors, helms, and faith armors
Changed reference of some meshes to link to files with lods
Tweaked many item stats and continued to verify length of items correspond with measured length in OpenBRF
Gave twohandedmace blunt thrust damage (so when give command to Slavers to use only blunt, the slavers do not stand there)
Changed zerrikanian axeman helmets and gear same as scout cavalry (save item space and remove berdiche equipment). Used old axeman gear as hardened axeman equipment (and made a new mask)
Fixed greathammer (added thrusting damage)
Deleted bashkirmitten (no lods and can use another glove)
Replaced itm_oprichnik_mace with itm_mace_pear
Deleted gothictwophand (mesh twohanderb and twohanderbscaba)
Balanced black army (reduced armor slightly)
Balanced elephant guard (increased armor)
Boosted muskets


5.) module_troops.py:

Updated Antarian Javelins (slightly better armor, increased levels, shield skill, athletics, more power throw, and small power strike)
Made Villanese scouts ranged cavalry. Fits theme (logical to have a counter to heavy cavalry when infantry archer main army) and makes them more useful (like steppe bandits)
Swapped itm_marboots2 with itm_darkboots on troops
Swapped itm_margloves1 with itm_darkgauntlets on troops
Made many changes to faith troops to make them more unique and added new armors
Changed noble tier vills from chain mail to new capped chain mail armors
Added Villanese & Jotnar clan war paints
Adjusted lords skills (gave powerthrow to Nords and horse archery, power draw, and power throw to all player lords so depending on faction selection, the lords can fight)
Changed upgrade path of slave from farmer to henchman. Now when Slaver Guild parties spawn 9or hired), there will be no regular mercenaries (hired blades, swordsmen, etc.) in the party messing up the blunt weapon arrangement.
Gave more heraldic gear to Marinarian troops (makes look more unique)
Made a few more tweaks and balance features
Removed and replaced a few zerrikanian items
Removed all weapons with peircing thrust damage on Slavers (so when give command to use only blunt, the slavers do not stand there)
Changed Black Army cavalry to use hunter horses and reduced shield skill on iron guard
Elephant guard (added athletics and shield skill, more armor, and higher tier units use longer shields)
Gave zerrik cavalry archers black leather gloves instead of bashkirmittens (better model)
Deleted trp_sod_vil_knight, trp_sod_vil_knight1, trp_sod_ant_knight, trp_sod_ant_knight1, trp_sod_ant_paladin, and trp_sod_ant_paladin1
Replaced itm_oprichnik_mace with itm_mace_pear (already in base native weapon_meshes1.brf and not needed)
Gave zerrikanian cavalry a morningstar and one handed axes so will not be such a high prisoner turnout (but will still get some)


6.) module_dialogs.py:

Updated mercenary guild texts (grammar and fill in the blanks for later as well as references to “Romans”)
Changed trp_sod_vil_knight with trp_sod_vil_high_chief (deleted trp_sod_vil_knight from troops) - marshall skirmish
Changed trp_sod_ant_knight with trp_sod_ant_honor_guard (deleted trp_sod_vil_knight from troops) - marshall skirmish


7.) Resource files:

Added lods to every single item added to the game and even added some lods to native items
Reorganized a lot of these files to keep items in the right categories and had to copy native items and reference new mesh so new lods will be used.

Added lods to every single weapon, shield, horse, helmet, and lots of armors
Increased length of royal antarian 2 handed sword
Reorganized some of the items in the files (moved all shields from sod_item_sets to sod_shields file


8.) Module simple_triggers.py:

Fixed text: “The Invaders are come to Calradia!” to “The Invaders are coming to Calradia!”


9.) module_strings.py:

Made the hero companion dialog match their new background.
Updated retirement dialogs.