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Hello everyone. I'm making a Mount & Blade: Warband fantasy mod for fun, which will feature Funny Animal people.
The mod will, essentially, just be the native module + diplomacy that's reskinned and renamed into another setting. A setting, which I would gladly lend YOUR ideas from.
>>118014 (OP) 
I suggest adding some orc like creatures i suggest using the beastmen  from total war
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>>119633
like they come from the north like vikings or the east like mongols (you can add centaurs too)
>>119633
Oh, I do have both orcs and beastmen already in.
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>>119637
Oh cool
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>>119640
But may i ask do the orcs organise into clans ? also are they warhammer orcs or warcraft orcs?
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>>119641
Since I'm making thiss mod on Mount & Blade: Warband, the clan system introduced in its sequel, Bannerlord, is absent. I do like that feature, but ended up going fur Warband because it's easier to mod and it has sovl.
Thiss, however, means that the orcs in thiss mod all belong to a single faction, in their khaganate.
These orcs are neither Warhammer nor Warcraft, though I did rip the models from early WoW and I would say that these are -closer- to WoW orcs than Warhammer. 
If I were to compare these orcs to what they're closest to, then they're just Mongols.
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>>119729
Well i didnt mean in game im talking about lore wise like do they have their own sub factions ? also if i have suggest you could add some elements of japan into the orcs
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>>119755
Oh, sure, why not. Each family of nobility in the khaganate is a different clan in the lore.
And yeah, I could give the higher tier troops some samurai armor.
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>>119789
Finally manage to solve a bunch of crashes regarding the dwarves I added. Whew. Plagued me for a week or more.
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Woah, that's ruff!
I've finished up all of the claimants and their storylines. Next up are all the companions. This'll take quite a while, as there's a ton of dialogue involved.
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>>120789
How can I try your mod? I have never played Mount & Blade, are mods accessible in the steam worksho?
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>>120790
Posting from mob. so different ID.
Most mods for this game can be found from the Steam Workshop or ModDB. My mod, however, isn't finished yet and will still take a while until completion.
When this mod is finished, I will be hosting it most likely in some more obscure websites, or maybe a personal site. The reason being that this mod contains lots of stolen assets, code, and copyrighted music that would otherwise lead to this mod getting taken down from them. As a modder, I live through this quote, that I treasure:
>I, ALFA MOD MAKER, TAKE WHAT I WANT WHEN I WANT!!!
any foxes in this?
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>>120808
No, but that's a good idea. I think I know where to source a decent model for that. Maybe.
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A while ago, I did this drawing. I had an idea to make the deserts have this atmosphere in the mod.
So the deserts now run red. The only issue is that the skybox is still blue. There doesn't seem to be any possibility of having scene-specific skyboxes, so if I were to give the deserts red skies, then everywhere else would also have a bloodshot sky.
Which is kind of cool, but maybe too much. Perchance.
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>>120836
>>120835
add aver and make it so i can marry her and ill play this mod
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>>120853
*averi
>>120853
Yes, siree.
Most work that took place in the past week has been centered around bug and crash fixing, as well as writing lore. As such, I don't really have any screenshots to show. But the work continues.
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>>122239
i salute you brother! i never replied, but nice work on the collie! i only wish her head was a little bigger, but i don't know what other issues that would cause
Replies: >>122247
>>122246
Oh yeah, I could do that no problem. 
Well, there is actually one caveat with all the Funny Animal People in this mod. You see, due to their unconventional head shapes, none of the helmets really fit them. As such, none of them wear any.
Indeed, this means that factions that field Funny Animal People in battle are weaker in the sense that a headshot with, say, a crossbow bolt from hundreds of meters away will just kill them.
Replies: >>122250 >>124089
>>122247
I haven't tested any sieges yet, as I'm still working on all the troops, but I imagine this might have quite a detrimental affect on the attacking force. I might emphasize the ratio of Funny Animal People more on the side of cavalry and ranged, leaving the frontline infantry to more humans. This might alleviate some of the issue.
At this point, none of the factions are 100% made up of Funny Animal People. If I do decide to have an anthro-exclusive faction, it'll probably be the kingdom of the dogmen.
Replies: >>124196
Hmm, I feel like I should add magic to the mod. Now, most magic systems in Warband mods are just throwing weapons reskinned to look like magic, which is really janky and kind of lame, but... well, I like the idea of it.
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'cel
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I integrated the Freelancer mod into mine, which allows you to enlist into a lord's army as a regular soldier.
However, this mod seems to be fairly buggy so I'm not sure if I'm going to keep it or not.
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Also got this cool script that shows the world map in 2D, which dynamically updates the territory based captured castles and towns. Although, I'll have to adjust this a bit as it doesn't entirely fit the faction names and moreover, the map is on its side.
In vanilla Warband, the map is a rectangle. My map is a tall rectangle, but Warband doesn't really facilitate that. Meaning, what is meant to be the north in my map is now in reality just the west, and so on.
I'll try to flip the map correctly at some point if I can but at the moment it is lower in my list of priorities.
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>>122247
Actually, some helmets fit just fine without any further work required. Not for the dogmen, though. They have hair too fluffy to contain helmets. Unless I use full-faced helmets that hide the underlying headmesh, but that defeats the purpose.
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>>123358
>"Now look here, you little shit..."
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>>124101
My disappointed kween.
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>>122250
I did a few extensive combat playtests, and it seems like the amount of casualties inflicted upon the Funny Animal troops don't much differ from their human counterparts.
Simulated battles not involving the player are totally unaffected by Funny Animal troops not wearing helmets, since the game only calculates the skill level of troops, how many of them there are, and the tactics skill of their commander. Individual equipment is irrelevant for this.
Of course, in actual battles, if you swing your warhammer down at the skull of a dogman soldier, yes, you will kill her immediately. But this is not as likely to happen between NPCs, due to their race-class distributions. They are more on the cavalry, where their heads are too high to reach, or too far away as archers, arbalists or riflemen. Not infantry. Humans are goyim in this regard.
There was another important point about the casualty rates and armor but I forgot.
TL;DR furries are a little weaker than humans due to unconventional headshapes, but not to any significant degree
Replies: >>124203
>>124196
Just wanted to let you know I follow your posts but I know nothing about this game and can't ever give any feedback, but it looks cool so far and interesting write up
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>Just wanted to let you know I follow your posts but I know nothing about this game and can't ever give any feedback, but it looks cool so far and interesting write up
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>>124103
see img

>>124209
Heart-warming, isn't it?
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>>124209
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I can confirm that courting and marriage works with the custom furry races.
There is one (non-gamebreaking) issue that comes with Warband not by default expecting female NPCs to be lords, and that is breaking the family definitions. Each noble upon a new game start gets a family where the game randomly picks other nobility from the same faction to be fathers, sons, brothers, sisters, daughters, mothers, cousins, grandfathers, grandmothers and so on. This works in Native, but since in this mod I have a number of female lords, this breaks the definitions in such a way that they are sisters might be called brothers, and so on. The female nobles also have a wife, unintentionally, as the game doesn't really recognize the position of a male as the spouse of a female lord.
It all works in gameplay, though. And as I'm not sure how to fix this, it may be something that one just has to live with.
>>124203
It gladdens the heart that there are lurkers who care.
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>>124258
i also am guilty of not posting, but nice work so far!
>femcel fighting eloisa again
they will never be furriends, will they ;_;
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>>124266
>>femcel fighting eloisa again
>they will never be furriends, will they ;_;
Esoteric Hitlerite vs. God's Divine Champion
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When you adding Averi? I love warband
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>>118014 (OP) 
I played this game in school 15 years ago..
>>124412
I'm currently working on fixing some errors, but I'll add Averi the very moment I can find a good free 3D model of her.
There is one caveat, though. Female lords cannot be married, that is only for the non-vassal non-monarch noble ladies. They get randomly generated families on game start, so there is a chance that she is already married and I'm not sure how to alleviate that without changing the entire system, unless there are multiple Averies, which I don't think is a good bandaid. Also, if Averi happens to be unmarried, other lords of the realm will try to pursue her, so you'd have to be fast. And beat the other lords.
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>>124482
then do something so I can marry her!
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I have some cool siege scenes but in some cases the defenders spawned inside the walls. That's fine if you're defending, but as an attacker, uh... well, I might have to revert these.
The mod is technically all done and playable. The question is a matter of polish. There are some minor things that could be polished out, that don't really affect gameplay but takes the player out of the experience if noticed.
I'll upload the mod when I personally feel like it's done, but there's no saying when it'll be. I've been incredibly busy these few months with life, and for many more months to come.
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I support Prince Adolf!
I haven't, uh, really done anything since my last post. 80 hour work weeks, as they say, type shit. 
Once I finish the quests I have in real life, everything will be alright.
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Ballin'
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