SEE PDF ATTACHED!There's also this little quick start page —made by the TLD team— that tells much of the same: How to Install TLD (Warband or Vanilla M&B): Warband:1) Download the main TLD file here:2) Download the Warband Compat patch here:3) Download the Nightly Patch here:4) While that's downloading, read the manual here:5) Now that you have all files downloaded, open TLD3.3.7z package (I recommend 7zip), copy the TLD folder into your WarbandModules foldera. Steam: should be under steamsteamappscommonmountblade warbandmodulesb. Non-Steam: Modules6) Afterwards, open TLD3.3wbcompat.1.7z package, move the TLD folder into your WarbandModules folder again like step 5. Overwrite (Copy and Replace, do for all instances) when asked7) Afterwards, open TLD3.3wbcompatnightlypatch2014.10.03-14.27r2034 and move the TLD folder into your WarbandModules folder again like step 5. Overwrite (Copy and Replace, do for all instances) when asked.a.
I think you get the drill. No need for screenshots here.8) Start Warband. Select TLD from the Drop Down.Optional:9) Enjoy! Vanilla Mount & Blade 1.0111) MAKE SURE YOU HAVE Mount and Blade ENHANCED. Download it from here:a. If you use Steam, install mount and blade enhanced anywhere FIRST (for example, C: drive), open the folder where you installed Mount and Blade, copy EVERYTHING, and then paste it into your Steam Mount and Blade folderi. Should be under steamsteamappscommonmountandblade modules2) Download the main TLD file here:3) Download the Nightly Patch here:4) While that's downloading, read the manual here:5) Now that you have all files downloaded, open TLD3.3.7z package (I recommend 7zip), copy the TLD folder into your MountandBladeModules foldera.
Steam: should be under steamsteamappscommonmountandblade modulesb. Non-Steam: Modules6) Afterwards, open TLD3.3nightlypatch2014.10.03-14.27r2034.7z and move the TLD folder into your MountandBladeModules folder again like step 5. Overwrite (Copy and Replace, do for all instances) when asked.7) VERY IMPORTANT! Copy the dinput8.dll file from the TLD folder and paste it to the main folder of your Mount&Blade installation (where you can see the.exe file)a. Steam: should be under steamsteamappscommonmountandbladeb.
Non-Steam: 8) Start Mount and Blade, select TLD from Drop Down. On@khamukkamu @cppcoder1 @mtarini @swyter Hi! First of all, great love for all the folks who did that mod with their hearts and minds!I know it may sound strange, but I was thinking immersion and lore-wise here; right now I am trying to make it 'one-time attempt'. That would make the game much shorter and brutal, but more 'realistic' - after all, why do Gondor lords (or any other human) reappear with full stacks of troops, at least that fast?.Is there an option to change the chance of escaping/dying NPC lords close to 50/50%, or even less for be able to run away? How do I do that, which file to edit?.Also, how exactly does 'Strength regen rate' in strategy tweaks works? Because in order to experience 'no chance for mistake, both for you and the enemy, to lose a battle is a defining moment', I've set it to 'None', but still, lords who lost a battle reappear with the number of troops according to the faction's current strength (at least, it seems so).
I would like to try changing that and see how it works. Let the lord, if he lost a battle and managed to escape somehow, to reappear with a few followers, and slowly gather his troops back. While he (NPC) does that, he can help defending his lands, not sit back, if someone slaughters his countrymen right beside his castle/town.What if I want to slow that process to make it as believable as possible? Should I edit 'party templates.txt', and 'ptreinf/recruits' inside the file with troop editor? Would it work, or there something I should know of? In short, I would like to slow down instant appearing of the reinforcements both for my faction, and all others in the world.
Like, there can be new 2-10 orc recruits every day, but only 1 Gondor/Rohan recruit, and only 1 Elf in 10 days, for example. That would make it closer to book's feeling, IMHO - save every life you can if you are playing for the Good factions.I like mostly the artwork for this mod's armor, more than in the movies, anyway. But some color choices and decisions still do not fit for me. For example, can I change the 'round shield' of Arnor to a kite or triangular form? (I can't even guess why someone chose round shields, concerning elven influence on Numenorean, later Arnor/Gondor design). Can I change the colors of Arnor/Dunedain surcoats?
Which files should I edit, anything else I should know to make it working?.Is it possible to add the flavor to faction lords behavior at all? So Good faction troops will help each other more (caravans, patrols, scouts, lord), even if the odds are not in their favor; and Evil factions - rarely so? (that would compensate for intended changes in regrowth rate). If we can influence this behavior even more (e.g. Some Good factions tend to help each other more than others), that would make it an even more thought-out mod, but I'm not sure it's doable at all without lots of work.Edit:Last but not least - since Wargs can attack the troops and players, should they not give experience for defeating them?
I know it's hard to do (they are just an item in troop inventory), but now it doesn't seem fair.If you don't have the time to answer (and I know it was originally MadVader's field of expertise), just please tell me which files to modify:. chance of a lord dying in a lost battle;. slow down the ability of the lord to gather his new troops if he survived the loss;. influence faction behavior (increase or decrease cohesion of the various parties on the map, depending on lore factors);.
where should I put the new artwork (kite shields of Arnor instead of round ones)?Thank you in advance! OnOk, I agree, that orcs and elves are quite different and can't be mixed up. However, if the battle is in the night, or player's troops fight along with allies, then it is difficult to distinguish player's troops from another (allies or foes).And, if you are interested in feedback, I should say, that users require these banners. I also think, that it would be better to play with banners - it is less straining the eyes.However, ultimately it is your choice, and if it is difficult to implement - ok, we can live without banners:). OnAha, I know what you mean. In M&B 1.011 friendly troops could have their names superimposed in battle.
Instead of that, and for clarity, in Warband TaleWorlds switched to having floating heraldic banners.While I was porting TLD to Warband I felt that those banners present in Native were a bit silly, because in the context of Tolkien lore and general setting they didn't make sense; factions and troops, friends and foes, are all different and immersion tends to break with all those distracting/unnecessary/visually clashing details.Orcs have a distinctive silhouette and palette, everyone has their own style. You get my drift, it's not like when battling Rhodoks VS Swadia.So, basically, I decided not to implement it, saving me work in something I didn't want to have by default. If we could have disabled them to suit our needs while still giving the choice then my stance would be much different, but this toggle button is a global setting for all mods, and not something we control with any degree of granularity. On@Swyter, sorry, sorry, sorry)). I mixed up some of this warband/1.011 stuff, my fault.Let's start from the beginning.
There are not banners with names above friendly troops in Warband. Even if this option turned on in settings.Look, this is settings screen:As you see, option 'Show Banners on Friendly Troops' is checked.And this is the combat screen:As you see, there are not baners with names above soldiers. However, in 1.011 these banners are present - you saw it on the screen from my previous message. On@swyter, I don't know why, but some lines are missing in english 'gamestrings' file on Transifex, and therefore, they are missing in the translation, and I cannot translate them on Transifex.These are lines from 'strname1 Adanedhel' to 'strnameorc60 Zunuguk' - the lines with NPC names (so the names of these NPC are not translated).However all these lines are translated in my standalone translation. You may upload to Transifex english variants of these lines from english file and their russian translation from my version of 'damestrings.csv'.It is strange, but the translation of hint 1 (about the White Hand and the Naked Eye) in 'hints.csv' from nightly r2075 is different from correct version on Transifex. It seems, that this file wasn't synchronized with Transifex (again, I don't know why).
On@sirg1 Look, as much as you think your translation is perfect and complete there's always something to improve. And no, I just want you to be in the official team so you have some supervision capacity. You don't have time, pretty cool, there's a whole lot of Russian coordinators in there which have specified their own reviewers, but if you are there you will have voice and power should you ever need it.I have just swapped out all their work and put yours. We use Transifex to manage many languages automatically, I made an exception and synced them up from yours, but this isn't going to happen again.If you have time to maintain it manually in a third party forum you can also do it from a web interface.
Unlike other mods we care about localization, and we've settled on that platform, which is democratic and collaborative and allows you to get your translations painlessly in the official package.If you use Transifex.everyone. will use your translations. If you are a language coordinator you can lock them up (a.k.a.
Review them) so that noobs cannot overwrite them. On@swyter,my translation is absolutely complete and finished, so it makes no sense for me to become a member or coordinator of transifex translators team (in addition, I don't have free time for this). And most important thing: I believe, that optimal number of translators is one or two. More translators - more glitches and mismatches in a final text.I give you all permissions to integrate my translation to the mod, so the choice is yours: to integrate my version (I've already given you the link) or transifex one.If you decide to integrate my translation, there will remain a question of synchronization of english/russian text in the new nighly patches. I would prefere the previous type of actions: you publish nightly pathches - I check each of them and publish the translations on russian sites (rusmnb and etc.), as I did it before. I usually publish the translated nightly pathes a few hours later their english versions.
You just give me english text-files before publishing the grand-final-super patch:), when it's done - I will check and translate them, and will give you the russian files to integrate them in patch. Such patch should contain brilliant russian text)).PS.
I don't khow anyone from transifex translators, sorry:). On@sirg1 People from Transifex. But, at last, official contact with a language maintainer! Some people had contacted me about an already existing translation, but without proper permission is hard for us to use what we find in the wild.It's nice to integrate a complete translation set. We're going to do this: I'm going to add it to the mod and reintegrate the strings back in Transifex.Then I add you as Russian language coordinator so that you have the final word over what gets reviewed and such.
Any new official update will be done through the Transifex interface. What do you think? OnHey, @swyter, who is an author of russian tranlation, integrated into the latest nightly pathes?) I'm just curious).I've seen this translation - it is not complete. I should say, that I've been translating TLD to russian since version TLD 3.22. You can see it here:My work is based on Tryggvi's tranlations of the old versions of TLD (he gave me all rights to this work). The main page of russian translaion on Rusmnb is here:I'm also a moderator of the TLD thread on Rusmnb, but I'm 'Sirrega' there, not 'Sirg'))Anyway, all I wanted to say, is that: if you desidid to include russian tranlation to the mod installation pack, it would be better to use 100% complete and full version, which I gave a links.
Authors of this translation are: Tryggvi, Shadamer, Sirrega (Sirg). Oner well Beorn's house still bugThis is reportProblem signature:Problem Event Name: APPCRASHApplication Name: mbwarband.exeApplication Version: 1.0.0.0Application Timestamp: 5200a87eFault Module Name: mbwarband.exeFault Module Version: 1.0.0.0Fault Module Timestamp: 5200a87eException Code: c0000005Exception Offset: 0018a226OS Version: 6.3.9600.2.0.0.256.48Locale ID: 1054Additional Information 1: 5861Additional Information 2: 58d7c014bbb064c64908b2Additional Information 3: 01d7Additional Information 4: 8cd1f1a7c264Please help: @sirg1.
The material is a little dated now, as the mod is from 2011 and ported to Warband in 2014, but it's quite a nice TC for and.The Last Days (of the Third Age of Middle Earth) or TLD. A complete Lord of the Rings total conversion.These are some play reports and some thoughts on the mod.The mod transforms your M&B game into Middle Earth at the start of the War of the Ring.
It's a complete overhaul with new factions, armor, weapons, custom races, quests, and more. The mod is based on the books, but does incorporate some of the imagery of the movies (when it doesn't contradict the book according to the devs). I've never seen such a detailed mod, and it's an obvious labor of love.
Best Lord Of The Rings Mod For Mount And Blade Warband
The mod allows you to pick from any of the factions and most of the races, and try to see how you can affect the outcome of the War of the Rings. Want to be an Orc, and fight for Sauron? Want to be an Elf of the Mirkwood? The M&B engine, while a bit rustic has been honed to a fine blade with this mod. They've incorporated a lot of content, including special reward weapons (Bard's Bow anyone?) and even Trolls.
There's even special traits that you can gain based on your actions and some events (the penalty trait, Oath Breaker comes to mind). There were some game breaking bugs (especially a save file corruption bug) so DO read the documentation, but a lot have been fixed since release (never save on the map screen while moving!). I had a blast with this and played it through from several of the factions. You'll marvel at the custom content and the attention to detail. Give it a whirl, especially since M&B is such a bargain game to begin with, and the plethora of other mods out there can tailor the game to your wants and needs. TLD mod is a shining example of what a mod can do to immerse you into another world. Well it was a busy weekend, but I did get some gaming in.
Due to time constraints, I didn't want to get too involved in: I had just finished up some miscellaneous quests, and didn't really feel like embarking on anything to lengthy. I managed to get drunk and end up in Markath with a hangover, and bizarre quest line to go with it. I also started a 2nd character, to try and do a pacifist play through. I have an Imperial Nun, named Gidget, who I took through the opening sequence.
Unfortunately, I was following Hadvaar who did more than enough killing for my character's tastes. I had no choice but to follow, but I consider their blood to be on my hands just the same.Then I moved onto Mount & Blade:TLD (LOtR) mod, which just got an update, fixing many of the bugs and giving better options for late game sieges. I started a whole new character, in Rohan, just because I find the cavalry role is the most enjoyable aspect of the game. There's a bit of a lull at the start, giving you time to level up your character, I think to level 8, before the War of the Rings breaks out.
Which is needed, as combat is a hard to survive at such a low level. Unfortunately, gaining money (resource points) is tough, and starting equipment is poor. I had a spear and a lowly tunic for armor. I managed to scrabble enough money for a swaybacked horse, so at least I could avoid being jumped by large groups of Tribal orcs.In the first 4 days, I ran several courier missions for the various lords of Rohan and earned enough to buy a crude sword. My journeys took me all the way to Pinnath Gelin where I was tasked by Hirluin the Fair with hunting down a raging Troll near Minas Tirith. Trolls are a thing to be feared, especially by a level 5 character on a swayback horse with no shield or armor.
So off I went, thinking, I'm glad I have a save game if this doesn't go well.I found the creature waylaying a small Gondorian levy. Now horses are scripted to be scared of Trolls, so there was no charging in on horseback. I commanded the 5 remaining archers to hold their fire as I charged off on foot, towards the 15 foot hulking Troll, wielding a tree trunk. Once it was in good range, I gave the fire-at-will order and charged the beast with my sword held high for an overhead swing of my blade.
Low and behold I hit for a good bit of damage, and was able to run past the Troll before he could swing. I circled back and raised my sword again, with similar results, all the while, the Gondorians pelted him with arrows. My hit and run tactics went on for the next 5 minutes, as the arrows ran out, and the Gondorians resorted to melee.
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How can the answer be improved? Fallout New Vegas Mac OS X. The RPG of The Year in 2011 is finally available everyone who own a Macbook/iMac. Many players have requested this game and now we present Fallout New Vegas Mac OS X version, 100% FREE and very easy to get.The game is in.dmg format, so all you need to do is to download it and run the installer. Nov 27, 2010 MAC-10: a new weapon for New Vegas ver. 1.0 - Arenovalis (aka. Millenia) 2010 Huge thanks to Jaysus for teaching me weapon creation for NV! To install, extract in your Data folder and activate mac10.esp. This item has been added to leveled lists and you can also get it at Gun Runners.
A couple times my timing was bad and the Troll knocked me to the ground, nearly killing me, but I persisted. The 5 members of the Levy were long dead as the battle lingered on. After what seemed an eternity, the Troll finally crashed to the ground. I must say the sense of accomplishment for defeating a Troll at such a lowly level was overwhelming. Another weekend reliving the magic of Tolkien in The Last Days (of the Third Age of Middle Earth) mod for. I'm to the point where I lead a group of about 75 Elite Horseman of Rohan (actual breakdown includes, Eorl Guards, Thengals, etc.) and I'm rarely losing more than a couple troops even facing 2:1 odds.
Unfortunately, the bugs in this mod are starting to rear their ugly faces. There appears to be a glitch where the leaders of factions just won't complete a siege even when the enemy faction is weak. Given enough time, the enemy factions rally and become a threat again. The mod disables your ability to directly attack enemy castles, so you get to a point where it's a bit of a stalemate.There's definitely some tweaks that need to be made to get this mod to a better state of gameplay balance. Lords are almost impossible to kill; factions are too hard to defeat completely; and some of the quests are glitchy. Still, it's quite good and I highly recommend it to any owners of.
If you don't own it yet, buy it for no other reason than to play this mod. Well, I'm sworn to secrecy over the beta I got to check out this weekend (something about Republics and Stars), so I'll comment on my newly acquired Lord of the Rings mod for.For those not in the know, is quite a good game in of itself. It's an sandbox style, 1st/3rd play medieval combat game with RPG elements. It's not cutting edge tech, but what really makes this game shine is the modding community.
And recently a LOTR mod entitles The Last Days (of the Third Age) has been released and it is awesome! It is a total conversion, adding new races (orcs, dwarves, elves), playable factions (16 in total), new items, new map, and new buildings. A closer view of Minas Tirith as I approach the gates. If you face towards Mordor, the skies are black.The game starts off slow as you are broke and under powered, but before long, I had an outfit of 24 men, facing large bands of orcs and Warg Riders.yes they have Wargs that are even deadlier when their riders are slain.
There's even Trolls in this game, and they are tough to deal with. I got to my 5th rank for Rohan (I think out of 8) and 3rd rank for Gondor, before my weekend was over. You gain ranks by doing quests for the likes of Denethor, Theodren, and Hamas.
Unfortunately for me, my last quest was for Theodren who managed to lead his army of 104 into a suicidal battle against 835 orc, uruk-hai, and Dunlendings. I guess I won't be collecting that reward. The game really captures the feel of the War of the Ring.
It's amazing seeing messages like 'Prince Imrahil has been defeated in battle'. Every little skirmish seems to be meaningful.Well, this is turning more into a review than a session, so I'll just say, I think I found the game that's going to keep me occupied until the holidays. Now, I just need another 3 day weekend. SPARE ONE CHAINVery Good Condition - played but never registered. Manual located on the CD.OR ANY ONE OF THE FOLLOWING GAMES:1. Jewel Case edition. Very good condition.
Manual located on the CD.2. Used, like new.3.
Box has wear but CDs/manual are like new.4. Good condition.
CD has minor scuffs but installs/plays perfectly. Manual located on the CD.5. Good condition. DVD has minor scuffs but installs/plays perfectly.6. Good condition. CD has minor scuffs but installs/plays perfectly. Manual located on the CD.7.
Used, like new.8. Used, like new.9. New in shrink.10. North American 'Dawn of Discovery' version. Excellent condition.1/1/11 Edit: Added items #8 & #91/8/11 Edit: Added item #10Winner will be picked on 1/16/2011.Free shipping anywhere.This listing is closed. Congratulations to /b/size.
“When we said that we will reveal the source code for the engine, that was actually incorrect,” explains Elliot. “We are releasing our own tools, that we use internally for development but not the engine source. We are releasing a lot of scripting code that modders can get their hands on and change, in addition to providing a load of parameters which means they can tweak core parts of the game but not access the engine code directly.“This means that, for instance, mounts can be changed, modders can add different skeletons for things like camels and elephants if they like. There is a whole load of extra modding capability of this sort which is expanded from the previous engine we used in Warband as well.”TaleWorlds also apologises for any confusion caused.Update June 17, 2016:Taleworlds have been in touch to add a clarification, saying they will make the code accessible to modders after the engine is complete.“We are not making the game under an open-source license,” says Korneel Guns. “We are developing our engine in-house and that will be closed, along with basic aspects of the game.”“We will then make our gameplay code accessible to modders, so they can extend or rewrite to suit their purpose.”We’re not entirely sure how this statement will affect what Korneel said below, but we have emailed for clarification and will update once we have an answer.Original Story June 16, 2016:Mount & Blade 2 is one of the most highly anticipated PC exclusives released in some time.
A community has developed around the series over many years, and it’s as hardcore as any community on our home platform – to the point of making amazing mods despite a lack of tools. This go round, TaleWorlds have been thinking about modding since day one and plan for it to be a massive part of the game going forward.“So in Warband we had mod support as well, which was quite restricted to the basic things we had because we were a very small team before,” says Korneel Guns, a programmer on the team. “But even there people were able to make very, very cool mods, from Star Wars to Game of Thrones to Lord of the Rings – anything you could imagine.“Now with Bannerlord we’ve put mods at the front of our development since the start. We have made our own engine and will release our entire engine to the modders, along with the source code of the game. So they will be able to make whatever they want with the game.”This announcement came at E3, and is exactly what you want to hear as a fan of the series. It’s such an open game with so many variables that modding it is an immediate want of anyone that plays it. Giving out the source code means folks will be creating some properly incredible stuff with it too – though it may take some time.
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Huh.found a nice couple of little hidden things.First, you can go to Moria as a good character, and one of the options is to search for a hidden entrance. Which leads you to a concealed tunnel which then branches into a maze of tunnels.
I haven't found my way through yet, but I'm curious what would happen if I did suddenly pop out into the depths of Moria, since my army isn't with me. Balrog on a bridge, anyone?Second, after talking to a random person in Rohan about rumors, he mentioned something about 'they say in the Dead Marshes the dead appear almost alive' or something like that. Cue notice about a new location on the map. Now I can actually travel to a 'Dead Marshes' location in the Dead Marshes.
As far as I can tell, you just walk around and see the corpse candles under the water (as in the movie), nothing to actually do or find there. I was hoping to have to fight wights or maybe recover the shards of Narsil or something.Makes me wonder what other little easter eggs are still hidden.Pseudo-edit: Ok, according to the TW forums, there are also hidden unlockable areas for Amon Hen (where Boromir died) and the Entmoot. There's nothing to do in most of them, it's just a chance for the devs to show off their chops in modelling and art. You do get a quest from the Ents as a good character and get a special reward for doing it. As a bad guy you can get your butt kicked by Ents.There are supposed to be something in the depth of Moria (where you get after finding a certain book on the first levels and fighting some goblins).
I never found anything but empty tunnels though and eventually an exit. Yeah, some burning pits and other nice views, but that's it.
Mirkwood had likewise nothing (you can get a special Mirkwood location marked from rumors too). You do get a quest from the Ents as a good character and get a special reward for doing it. As a bad guy you can get your butt kicked by Ents.There are supposed to be something in the depth of Moria (where you get after finding a certain book on the first levels and fighting some goblins). I never found anything but empty tunnels though and eventually an exit. Yeah, some burning pits and other nice views, but that's it. Mirkwood had likewise nothing (you can get a special Mirkwood location marked from rumors too).