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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.
Replies: >>118016 >>119633
I dont know if you'll finish it
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>>118014 (OP) 
The map will feature the same amount of faction as native, as well as the same themes. The setting will be mostly medieval, but with guns, because Fun Things Are Fun.
For renaming of settlements, factions and lords, you can give me your ideas.
Replies: >>118019
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>>118016
As a test, I replaced all the looters with spooky skeletons, and this worked. I can, therefore, implement custom races. I will merely need to steal some models.
If you can point me to any Funny Animal People 3D models that are of the same graphical fidelity as Warband, I could integrate them to a faction. 
The next thing I will try is ripping the Worgen head models from WoW: Cataclysm to add wolf anthros.
Replies: >>118021
>>118019
My general outline of the factions are as follow:
>Swadia: replaced with a once-great human empire that has fallen into decadence and has its leadership replaced by nefarious cat people. Regular troops are human, cavalry and nobility are cat people.
>Rhodoks: replaced by a human supremacist faction rebelling against the above
>Vaegirs: replaced by a wolf people faction
>Nords: replaced by a foreign military expedition. Not sure which species, will depend on what kind of models I can source.
>Khergits: replaced by a horde of orcs, commanded by human nobility
>Sarranids: replaced by a firearm-focused desert animal species faction
Replies: >>118086
big if true
add 'tsuki
>>118021
this sounds really cool! i never played this game, but i def will if i can play with anthros. also is that you 'loisa-anon?
Replies: >>118089
>>118086
That is me.
For cat people, I might rip the khajiit models from Skyrim and implement them into Warband. Let's see if I can accomplish this within the next 12 hours.
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Goofy chihuahuas are IN. 
Ripping Skyrim models proved to be slightly more complicated, so I'm leaving it for later. So instead, here are the dogmen (women) from WoW that I'm going to replace the Vaegirs with.
Replies: >>118134
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>>118132
Adjusted the eye position. This should be better.
Replies: >>118136
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>>118134
Orcs are in.
I'm starting to get the hang of this now, so adding stuff is quite a lot easier now.
Replies: >>118749
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>>118136
Ahahaha, look at her. 
Cat people are now in.
If you want your own OC in this mod, and have a 3D model ready, you can send me it and tell me what you want me to do with it. I can make your character a noble that rules over a town, castle and some assorted villages. Or just a companion.
Replies: >>118878 >>118879
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>>118749
Moo :DDDD
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>>118749
eloisa! loving the progress so far! you're free to mod any of my sketchfab models, but i don't want to put pressure on someone who's already putting a lot of time into making a mod (idk how hard modding that game is). that and i'm not sure who i would want to see in the game, maybe the collie lady?
keep up the good work!
>>118879
A secret Katia pretender would be neat
Replies: >>118896
>>118879
Sure thing. Did she have a name?
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>>118879
Okay, she is now a duchess, the lord of the town of Land's End and its surrounding villages within the dogmen Kingdom of Lorthand. 
Her model here isn't exactly 1:1 with the original as I had to redo the UVs and fit her head model into the game. There's a slight visual bug with the mane too, I'll fix it when I get to it later.
Let me know if you want anything changed.
>>118880
Perhaps, I did find a Katya model just now.
Although, I would most prefer if they were all anfoo... I mean anboo characters.
Testing.
Replies: >>119631
>>119630
I had to stop modding fur a bit as my internet access was taken down by ((( FENNOSWEDES ))) until nyow.
This project will slow down nyow, as between work and some very significant things IRL, this'll take a bit of a backburner.
However, I'll give a bit of an update.
I've essentially implemented all the races I want. Aside from a bit of polish, they're done. There's more than what I've posted here.
My next step is to add some new equipment and replacing some old stuff. Furthermore, it is time fur me to create some companions with their respective stories and purrsonalities.
>>118014 (OP) 
I suggest adding some orc like creatures i suggest using the beastmen  from total war
Replies: >>119634 >>119637
>>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
Replies: >>119641
>>119640
But may i ask do the orcs organise into clans ? also are they warhammer orcs or warcraft orcs?
Replies: >>119729
>>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.
Replies: >>119755
>>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
Replies: >>119789
>>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.
Replies: >>120240
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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.
Replies: >>120790
>>120789
How can I try your mod? I have never played Mount & Blade, are mods accessible in the steam worksho?
Replies: >>120803
>>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?
Replies: >>120835
>>120808
No, but that's a good idea. I think I know where to source a decent model for that. Maybe.
Replies: >>120853
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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.
Replies: >>120837
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>>120836
>>120835
add aver and make it so i can marry her and ill play this mod
Replies: >>120855 >>120873
>>120853
*averi
>>120853
Yes, siree.
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