Version 3.0 of The American Civil War Mod: Revived is ready for public release! This update brings with it a significant amount of new content, numerous changes, fixes, and plenty more. From new units, to new historical locations and battlefields, new features, and other interesting goodies, this version of the mod has a lot to offer, improving and expanding upon what made the previous versions so much fun.
Installation Instructions:
If you have installed the mod before, you must delete any previous versions of the mod and start a new game. Never overwrite any files or try to play a saved game from a previous version of the mod.
It is strongly recommended that you download Warband Script Enhancer 2 (WSE2) and run the mod through it's launcher in order to avoid crashes and significantly boost performance. More information about WSE2, as well as additional crash solutions, are included under the mod's Frequently Asked Questions (FAQ) found on the download page, and included as a text file in the mod package.
Here is a link to the WSE2 forum: Forums.taleworlds.com
Here is a YouTube tutorial on how to install WSE2: Youtube.com
- Download the WinRAR package called, "The American Civil War Mod Revived v3.0", and save it to your desktop or another preferred destination that you can easily access.
- Open the package and extract the folder inside called, "The American Civil War Mod Revived", to your modules folder (default location should be, "C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules").
- Start Mount & Blade: Warband, select the mod from the drop down menu, and play!
You can join the mod's discord server here: Discord.gg
Scenes and Map Locations:
- New villages: Chambersburg, Yonkers, Yorktown Heights, Bennington, Lansing, Kalamazoo, Marion, Mount Vernon, Tupelo, Effingham, Mattoon, Princeton, Millville, Stamford, Bridgeport, Hudson, Riverhead, Melville, Findlay, Roanoke Rapids, Hammond, Tuscaloosa.
- New forts: Grand Rapids, Fort Duffield, Carbondale, Vandalia, West Point, Fort Henry.
- New custom historical siege scenes for the cities of Washington (based on Fort Stevens), and Cairo.
- New custom historical scenes for Monocacy, Fort Wagner, Camp Nelson, and Baltimore (based on Fort Federal Hill).
- Monocacy changed from a village to a fort to better accommodate the new scene, and a new village called Frederick has been created between Monocacy and Sharpsburg to take the place of the now missing village.
- New custom historical scenes for the villages of Baton Rouge and Winchester.
- Nashville town center scene completely replaced and overhauled.
- Raleigh changed to a city, with custom town center and siege scenes. This will help the Confederates in the east to link the frontline cities of Richmond and Fredericksburg with the more southern cities like Charleston, Savannah, Atlanta, and St. Augustine.
- The old fort slot that Raleigh used to occupy has been given to the Union and changed to Madison, Wisconsin.
- Buffalo changed to a city, with new custom town center scene.
- Fort slot left vacant by Buffalo, changed to Fort Niagara.
- All of the old generic placeholder city siege scenes have been replaced, either with custom historical scenes or a new generic star fort.
- All of the forts which used the old placeholder scenes have been replaced either by a new star fort scene, or the new trench scene.
- Village scenes overhauled. All unfinished village scenes replaced with copies of existing finished scenes, or the original scenes have been significantly polished if they were good enough to be salvaged. All medieval houses and buildings have been replaced, and some villages have entirely custom made historical maps.
- Fences on the Gettysburg Cemetery Hill scene replaced with the newer split rail fence models, and some duplicate buildings have been replaced.
- Vicksburg scene updated with the new trench models added to the walls, and some abandoned siege ladders in reference to the ladders that were deployed unsuccessfully in the battle historically.
- Many tavern scenes replaced. Some left with original scenes because they still look good and break up the monotony of the same scene appearing in multiple different cities.
- New tavern scenes for Native American cities.
Updates to Units and Generals:
- New Union Units: 83rd Pennsylvania Volunteer Infantry, 1st Vermont Brigade Infantry, U.S. Colored Cavalry, 12th Illinois Infantry "First Scotch", 34th Ohio Infantry "Piatt's Zouaves", 4th Michigan Infantry "Dexter Union Guard", 2nd Ohio Cavalry.
- New Confederate Units: 6th Alabama Infantry "Raccoon Roughs", Pindall's Missouri Sharpshooters, 1st Kentucky "Orphan Brigade" Infantry, 4th VA Infantry "Liberty Hall Volunteers", 34th Virginia Cavalry, 7th Florida Volunteer Infantry.
- New Union commanders: Colonel Walter P. Phelps Jr., Brigadier General David S. Stanley, Major General John M. Palmer, Brigadier General James C. Veatch, Major General Quincy Adams Gillmore, Major General Thomas J. Wood, Major General Benjamin Butler, Major General Daniel Butterfield, Major General John H. Martindale, Brigadier General George W. Morell, Brigadier General Stephen G. Burbridge, Brigadier General Absalom Baird, Brigadier General John Milton Brannan, Major General William Babcock Hazen, Brigadier General Samuel Beatty, Brigadier General Walter C. Whitaker, Brigadier General John G. Mitchell, Brigadier General William P. Carlin, Brigadier General George Day Wagner, Brigadier General Charles Cruft, Brigadier General John C. Starkweather, Brigadier General John H. King, Brigadier General John Gibbon, Brigadier General Adelbert Ames, Brigadier General Edward Ferrero
- New Confederate commanders: Brigadier General Nathan Bedford Forrest, Major General Joseph Wheeler, Major General Jones M. Withers, Brigadier General Daniel Ruggles, Lieutenant General Stephen D. Lee, Major General Edward "Allegheny" Johnson, Brigadier General S.A.M. Wood, Major General John S. Bowen, Brigadier General Adley H. Gladden, Brigadier General John K. Jackson, Brigadier General George E. Maney, Lieutenant Colonel Vincent A. "Clawhammer" Witcher.
- New companion added: Henry McIver (based on a real person).
- New uniforms for the 10th Tennessee, including an officer uniform.
- New uniform for 2nd Missouri Cavalry "Merrill's Horse".
- Lee's Foreign Legion uniforms changed with an entirely new set, using the Louisiana uniforms of the Pelican Regiment, mixed with a couple of new butternut colored variants of the Louisiana infantry uniform.
- New first sergeant and sergeant major uniforms for the Iron Brigade, which now have the same long frock coats that the rest of the unit wears.
- Confederate Home Guards and State Militia given shotguns and Kentucky long rifles added to their inventories.
- Removed all generic volunteer/regular/reserve zouave units, as they had become redundant.
- Removed all of the generic Union reserve infantry units. They had become redundant and served no further purpose in-game.
- Confederate generic skirmishers, marksmen, and sharpshooters consolidated into a single unit/upgrade path.
- USCT now assigned to one general from each Union army, to better reflect their historical integration into the army as a whole.
- 21st Ohio's Colt revolving rifles replaced with the new bayonet equipped version.
- Wilder's Lightning Brigade will be dismounted while under the command of an AI general, so that they will use their Spencer rifles instead of charging in on horseback to attack with their hatchets. They will still upgrade to veterans with horses in their inventory so that players using freelancer can still get a horse, and won't feel like they are out of place in their own regiment.
- Officers added to the upgrade trees of the 10th Indiana Infantry, 53rd Ohio infantry, 33rd New Jersey Infantry, and 8th Missouri Infantry "American Zouaves".
- Officers with new uniforms added to the upgrade trees of the 146th New York Infantry "Garrard's Tigers", 17th VA Infantry "Warrenton Rifles", and the 5th Georgia Infantry "Clinch Rifles".
- Rush's Lancers uniforms updated slightly with new epaulettes to better match historical examples.
- Veterans and flag bearers added to Rush's Lancers upgrade tree.
- Flag bearers added to the upgrade tree of the 1st U.S. Cavalry.
- Irish Brigade given forage cap version of their hats added to their inventory.
- 35th Indiana and 21st Ohio uniforms replaced with models that have the historically correct coats.
- Sunflower Dispersers uniforms modified slightly to better match available examples.
- Pelican Regiment uniforms recolored to be a darker grey, more closely matching available examples.
Weapons and Items:
- New Weapons: Kentucky Long Rifle, Tarpley Carbine, Model 1860 Staff & Field Officer's Sword
- Iron sights mode added for when the player is using muskets, rifles, and carbines in the first person perspective.
- Added a version of the Colt Revolving Rifle with a bayonet.
- Colt Revolving Rifle model slightly edited to be more accurate to real life examples. Extended barrel length and added a cleaning rod below the barrel.
- New texture and bayonet for the Lorenz rifle.
- All of the special uniform sets have been removed from the marketplace. This is to make it easier for players to make a complete set for themselves and their companions. All uniforms available in shops will be compatible with either the infantry shoes, or the officer/cavalry boots, so that you don't have to worry about finding a specific pair of pants, or a hat, or whatever. The removed uniform sets can still be found by using the item finder in the cheat menu.
- Musketoons can now be used and reloaded from horseback.
- Volcanic pistol ammo capacity increased from 6 to 8.
- Updated the weapon proficiency descriptions to match the new usage of carbines, as well as the Sharps and Spencer rifle. Since these weapons were changed to a different item type in the 2.5 update to accommodate their new animations, the proficiency skill associated with them changed with this process.
- New model for the tomahawk when it is sheathed, showing it oriented properly on the body and attached by a ring on the character's belt.
- Updated the starting equipment for the frontiersman character creation choice.
- Replaced cavalry and officer boots with new models.
- 12 lb Napoleon and M1841 Field Gun barrels retextured to have more of a dark bronze color.
- Howitzer barrels slightly resized and fitted better onto their carriage.
- Replaced the Native American gunstock club with a new model.
- New texture for Native American arrow quivers.
- Various new hats.
- Iron Brigade's hardee hats adjusted slightly to have a better shape that looks closer to real life examples.
- New pants for Thomasville Zouaves.
- The Thomasville Zouaves uniform that does not have a backpack or a blanket roll has had the straps for it's cartridge box removed, with the cartridge box now placed on the belt, and the haversack and canteen have been replaced with a model that better fits the uniform.
- Price of books lowered to be much more affordable, while still being expensive enough to be something special to buy.
- Reload speed for all muzzle loading firearms slightly increased.
- Axes and sledgehammers have been removed from the marketplace. The weapons merchants had too many of them and they were occupying slots that are better used for firearms and swords.
- Increased the abundance of pack mules sold by horse merchants.
- Modified the amount of units each consumable good provides.
- Increased the amount of food that is provided by raw venison, pork, and buffalo meat, and adjusted their prices.
- Price of raw beef slightly increased.
- Keystone Zouaves fez replaced with a better model.
- New texture for 1st Minnesota cap badge.
- New flag textures for 1st Minnesota, Keystone Zouaves, 45th NY, 10th LA, and the Stonewall Brigade.
- Hampton's Legion Cavalry given a new regimental flag, and more hats added to their inventory to increase variety between individual troopers.
- Replaced a pants texture on one of the regular Confederate uniform sets that appeared too bright and yellow with a much better butternut texture.
Fixes:
- Fixed prizefight reward from $200 to $3,000. I believe the missing zero was a typo, and since winning the sparring matches gives a maximum $2,500 reward, I decided it would only be fair that winning the prizefights should give a higher reward.
- Fixed Native American trackers not having tracking skills.
- Removed the "well made" and "fine" modifiers from all items, because they are unused modifiers that provide no bonuses to the items.
- Berdan's Sharpshooters use of the scoped Sharps rifles restricted to the veteran tier. Veteran tier given a knife as well, since the scoped version of the rifle does not have a melee function.
- Added missing veteran tier to upgrade paths of USCT infantry, 19th Illinois infantry "Chicago Zouaves", 8th Illinois Cavalry, and 2nd Missouri Cavalry "Merrill's Horse".
- Fixed broken exit passage in Richmond tavern.
- Fixed issue with two sheathed knives showing up simultaneously on female town walkers.
- Fixed pistol and carbine ammo not appearing in shops.
- Fixed the tomahawk being held as a two handed weapon instead of one handed.
- Fixed a spot on the Pickett's Charge map in custom battles where the AI would get stuck.
- Minor fixes to Harper's Ferry AI mesh so that NPC's don't get stuck behind the fences along the river.
- Minor fixes and changes to the freelancer dialogues.
- Fixed one of the 1st Florida uniforms LOD's missing textures on the kit.
- Fixed missing shoes on the farmers that help you fight the outlaws in the villager training quest.
- Fixed tax rebels missing shoes and using firearms.
- Broken buffalo model replaced with a working model.
- Fixed lod's of the Garibaldi Guard's hats, so their heads will no longer show through the hats at a distance.
- Removed one sword from Jayhawkers inventory because the AI would equip itself with two swords for some reason.
- Fixed missing textures on the equipment of one of the Arkansas militia uniforms.
- Fixed some minor spelling mistakes in companion dialogue.
- Fixed red sash texture on Duryee's Zouaves sergeant uniform.
- Specular reflections removed from the zouave officer kepi, and assigned a new shader. This ensures that the hat will no longer shine in the light as if it is made from metal.
- Confederate infantry corporal uniform given new chevrons that are the correct color.
- Added the mayor to New York City that was missing from the town center scene.
- Various small fixes and updates to the Native American town center scenes.
- Fixed sawed off shotgun and scoped Sharps rifle inventory pictures.
Miscellaneous:
- New system for paying wages to troops, which provides the historically correct amount of pay for Union and Confederate soldiers, and changes the rate of pay from once a week to the historical rate of once every two months.
- Fast travel connections between cities updated.
- Edited spy rescue quest dialogue so that the president informs the player that the spy will be executed in 30 days.
- Nervous man entry point in Parkersburg moved to a better spot, and trees that were in weird places have been moved or deleted.
- Minor edits to Terre Haut terrain that remove plants from growing in crop fields and appearing out of the floor of some buildings.
- Nathan Long Knife companion intro backstory dialogue shortened a bit to make it easier to read, and feel more natural.
- Backstory for Trip has been changed to make more narrative sense. This will be revealed when Destiny explains to the player how she remembers who he really is.
- Added one new sentence to the text of the Abraham Lincoln assassination historical event, which mentions that John Wilkes Booth managed to escape, but that there is now a manhunt underway for him.
- Replaced stagecoach wagon model used by the stagecoach fast travel ticket seller. Horses also removed from these stagecoaches since there is a script that animates the horses on scenes and this results in some weird behavior.
- Carbine firing sound replaced.
- Added a new Union victory song.
- Replaced the song that plays during prizefights and sparring matches.
- New York City prison entry points moved to better facilitate player interaction with prisoners.
- Moved the train ticket seller's location in New York City to be next to the stagecoach ticket seller in front of the Five Points Mission building.
- Invisible barriers and exits added around New York City town center to help with navigation and enhance the illusion of being in a bigger city.
- Poughkeepsie renamed to New Paltz and moved slightly on the world map. Poughkeepsie's location was incorrect and suited better to New Paltz.
- Fort Augusta renamed to Monticello. Fort Augusta was abandoned long before the Civil War, and it's location on the world map more closely matches Monticello.
- Replaced the terrain background on Stone's River custom battle map.
- Sharpsburg moved slightly south on the world map, to better line up with it's real location.
- St. Albans renamed to Burlington
- Locations of Hartford and New London on the campaign map slightly adjusted to better match their real locations.
- Replaced the picture for paying troops.
- Removed or scaled down numerous textures, and removed many useless or duplicate models, textures, etc., from the BRF files in order to help ease the resource demand of the mod.
Unit and General Reassignments:
- Berdan's Sharpshooters moved from the army of Major General William B. Franklin to Major General Nathaniel P. Banks.
- Confederate Major General John C. Breckinridge given command of the Orphan Brigade instead of the 20th Tennessee.
- Confederate Major General Patton Anderson given command of the 20th Tennessee.
- Major General Philip H. Sheridan takes command of 2nd Missouri Cavalry instead of 1st U.S. Cavalry.
- Brigadier General John Buford takes command of 1st U.S. Cavalry.
- Troops of Confederate General Albert Sidney Johnston changed from Terry's Texas Rangers to volunteer infantry, because he was using too many cavalry troops and it was unbalanced.
- Keystone Zouaves reassigned to Major General Irvin McDowell.
- Garibaldi Guard reassigned to Brigadier General James S. Wadsworth
- 58th New York assigned to Brigadier General Wlodzimierz Krzyzanowski. For some reason the regiment was not already assigned to him in the last update.
- 19th Illinois Infantry "Chicago Zouaves" reassigned to General Ivan Turchin.
- 14th Brooklyn reassigned to Colonel Walter P. Phelps Jr., a new commander added to the Army of the Potomac.
- Nathan Bedford Forrest assigned command of Forrest's Cavalry corps instead of Earl Van Dorn.
- Major General Joseph Wheeler assigned command of the 2nd Florida Cavalry instead of Edmund Kirby Smith.
- Brigadier General August Willich reassigned to the Army of the Potomac.
- Major General Joseph Hooker reassigned to the Army of the Potomac.
- 2nd Battalion Georgia Sharpshooters reassigned to Lieutenant General Theophilus H. Holmes in the Army of Northern Virginia.
- 33rd New Jersey Infantry reassigned to Major General Henry W. Slocum in the Army of the Cumberland.
- 76th PA Infantry Keystone Zouaves reassigned to Major General Benjamin Butler in the Army of the Potomac.
- Iron Brigade reassigned to Brigadier General John Gibbon.
Frequently Asked Questions
Q: I am experiencing frequent crashes, freezes, glitches, and/or runtime errors.
A: Install Warband Script Enhancer 2 (WSE2) and run the mod through it's launcher. The reason why mods for this game have so much trouble is because Mount & Blade: Warband's engine is outdated and fundamentally flawed, and therefore is not capable of handling what large mods like this one are adding to the game. WSE2 is a program that enhances the Warband engine by adding operations, scripts, triggers, changing hardcoded game mechanics, and fixes some engine bugs. WSE2 also allows for optimized and more efficient rendering along with maximizing the graphics card's advanced graphical settings and power with the outdated Warband engine. WSE2 makes a massive difference and is the closest thing we have to a silver bullet for eliminating crashes, memory leak issues and runtime errors.
Here is a link to the WSE2 forum: Forums.taleworlds.com
Here is a YouTube tutorial on how to install WSE2: Youtube.com
When using WSE2, make sure to run Native once through the WSE2 launcher before trying to use it with the mod, and turn off FXAA and post processing, otherwise the screen will be black.
Additional solutions:
- You must use a legitimate copy of the game that is bought through Steam, TaleWorlds, etc. PIRATED COPIES WILL NOT WORK AND ARE NOT SUPPORTED.
- You must have the latest version of M&B: Warband.
- Enable "Load textures on demand" in the launcher options.
- Disable "Sound variation" in the game's settings.
- Ensure cheat mode is disabled.
- Ensure Edit mode is disabled in the game's settings.
- Decrease the graphical options you are running the game at, especially decreasing texture details, lowering the shadow quality, shader quality, anti-aliasing, etc.
- Decrease battle size to 150 - 250. Anything more than 300 max can cause instability. (Note: Native Warband's battle size is limited to 150.)
- Lower the number of corpses and ragdolls. Ragdolls especially can be a big drain on performance.
- Do not run any unnecessary background programs while playing the mod. You can go into your task manager and end any other programs that are running. (Optionally, you can use a program like Smart Game Booster to do this for you every time you start the game, and this program also includes a function for cleaning junk files and updating your drivers.)
- Make sure the graphics card driver is fully up to date with the latest version.
- Clean up junk files, and don't have a lot of other big mods, games, programs, files, etc. on your computer. M&B is notoriously memory hungry, so you will want to give it as much available resources as you can.
- Make sure your computer is not overheating.
- Quit Warband and exit to the desktop, then restart Warband and load your saved game. Optimally do this every 1 - 3 hours. This helps to reset memory leak issues by clearing your memory being used by the game.
- I do not suggest anyone run out to buy a new computer just to use this mod, however having a good quality computer that is built for gaming will certainly help you to run this as well as other M&B mods in general. Outdated or low quality systems, as well as laptops, will struggle to run this game, if they can even run it at all. If you decide for yourself that you want to purchase a new computer or upgrade your current system's components, make sure you are doing good research and making choices that are optimized for gaming. That being said, even with a fully optimized computer, there are inherent issues with bottle necking and limitations of the outdated, fickle Warband engine.
- In light of this issue with crashes, it is STRONGLY recommended that you save your game often.
Q: The mod crashes when trying to load into the main menu.
A: This is usually a result of a mistake made during the installation process, whether for the mod, or the game itself. You should first verify the integrity of your game's files through Steam to see if there are any missing or corrupted files. If you still fail to load into the main menu, then you should delete all of the game's files and make a fresh installation. Make sure to follow all of the instructions carefully, do not skip anything or attempt to make your own changes.
Q: Help, my save has become corrupted!
A: Whenever the mod is updated, old saves become corrupted and you will have to start a new game. I apologize for this inconvenience, but please be aware that this is an issue with how M&B itself works, and is therefore out of my control. I do my best to avoid making frequent updates that only change a few small things so that you don't have to constantly delete your progress and start over. For reference, you can always check the date and time of the last update to confirm if your save is outdated.
Q: How does artillery work?
A: You can recruit artillery from the foundry in the marketplace menu, and you must ensure that your artillery crews are always at the very top of your party list. Do not give them any orders, make sure they are assigned to the artillery group, and always check after battles if you have lost crews or guns. If you have lost any, you will need to recruit more crews/guns from the foundries in the cities.
Update 3/22/24: Although the above information remains true, after more thorough testing, it has been confirmed that the artillery does not work when assisting another general in battle, and after making a siege assault, the artillery will stop working for the player entirely. I did not create the artillery system or set it up in this mod, so I don't know how to fix it.
A potential workaround for this issue is to kill the soldier or artillery crew member that is in the way when you notice the crews leave their cannons and run across the map, and when the soldiers themselves are bugging around the cannons. You can also disband the cannons at the foundry and then recruit them again whenever you start having trouble, such as after sieges, or whenever you start to encounter problems with the artillery in general.
Q: Are there any language translations available for this mod?
A: Unfortunately there are no language translations for this mod currently. Someone would have to go through all of the mod's files and translate them by hand. It's not a quick, easy, or enjoyable task.
However, it is still possible create a translation to your language, if you want. It will just be tedious and you need to make sure that the game's font has all of your glyphs.
Forums.taleworlds.com
These instructions are of course for the Native version of Mount & Blade: Warband, so you would need to use a copy of the mod instead. Also keep in mind that your translations will become outdated with future updates if I have to make changes or fixes to the menus and dialogues.
Q: Can you add crouching to the mod?
A: No, soldiers in the American Civil War did not kneel when in line of battle. Skirmishers and dismounted cavalry would, but there is no way to have only those specific types of units kneel in the mod, nor to enable the ability to crouch exclusively for the player. You can only enable or disable crouching, and this will effect all troops in the mod.
Another issue with it is that because you are frequently moving your troops around the map, it slows down your troops to have the front rank constantly kneeling and standing up every time you issue a movement order. Every time a soldier is killed, the lines will also jumble around, with guys kneeling and standing up. Constantly having your troops changing stances ruins the cohesion of your lines, and doesn't look good in the game.
There is also the problem that on siege maps, you are often behind walls, fences, earthworks, trenches, etc., and if your troops are kneeling, they will not be able to see and shoot above the cover that they are behind. It simply makes more sense historically and from a technical standpoint to have troops remain standing in the mod.
Q: Will you be adding new units to the mod?
A: No, there is no more room in the recruitment system to be adding new units, and the game is already pretty much at the limit of what it can handle without constantly crashing.
Q: Can you add a troop tree to the mod?
A: With the current area of recruitment system, the need for a troop tree has become obsolete. You can refer to the troop guides under the articles tab here on the Moddb page to see all of the units available in the mod, their recruitment locations, and which general(s) they are assigned to.
Q: Can you add a feature to the mod that I want?
A: I can't make any promises about that. I'm open to hearing your suggestions, but I'm pretty much done adding things to the mod at this point.
Q: Between Empires has a feature that I want in this mod. Why can't you do the same thing as them?
A: You shouldn't compare other mods to Between Empires. They have very skilled and experienced coders working on their team, and wrote most of their code themselves from scratch. There is no point of reference for it, and it is very complex. Many of the things Between Empires accomplished are unprecedented in the M&B modding sphere. One would have to be as skilled as them to figure it out, or have the developers walk you through it themselves.
Q: Will you be making a version of this mod for Bannerlord?
A: No, I know nothing about modding Bannerlord, and my computer can't run it anyway. I'm also not going to learn an entirely new system of modding; learning how to mod M&B: Warband was already an enormous enough task, and I still don't know everything. Another big issue is that Bannerlord is continuously being updated, so any mods for it are constantly becoming outdated and will only function on the specific version of the game that it was built on.
This mod works best on Warband because it is much more inexpensive and accessible to new players; the game itself doesn't cost that much, many people already own Warband due to it's age and popularity, and you don't need a good computer to run it. Likewise Warband had firearms already built into the game from the beginning, so it is much easier to create firearms based mods than it is in Bannerlord.
Q: How do I know what type of ammunition each weapon uses?
A: All of the ammunition is interchangeable, except for carbines and pistols. They do different amounts of damage, and use different bullet models that can be seen flying through the air in battles, but that's it.
If you want to use the correct ammo for fun, then Minie balls go with rifle muskets, round balls go with smoothbore muskets, and buck & ball is used with the smoothbore muskets that are scripted to fire buck & ball (The weapon's name will tell you if it fires buck & ball or not). The carbines use ringtails (be mindful that there is a rifle version and a carbine version of this ammo type), and the revolvers use conical ball. All of the ammo tells you in it's name whether it is meant to be used with rifles, muskets, carbines, or revolvers. For example, ".58 Caliber Minie Ball Rifle Cartridges", ".69 Caliber Round Ball Musket Cartridges", ".52 Caliber Ringtail Carbine Cartridges", ".44 Caliber Conical Ball Revolver Cartridges", etc.
Q: Will you be adding new factions to the mod?
A: No, this would be an absolutely enormous amount of work and it would present a number of technical and balancing issues. There is so much content and room to explore within the American Civil War theme of the mod, there is no need for extra factions anyway. Also as I mentioned earlier, the game is pretty much at the limit of what it can handle, so adding entirely new factions would definitely cause further instability.
- Artillery does not work when assisting another general in battle, and participating in a siege with artillery in your party will break the artillery system entirely until you start a new game.
- After winning or losing a sparring match, you will end up in some weird broken scene. You just need to tab out of the scene and then go back to the gym to get your reward from the boxing coach.
- The sound of footsteps on grass were removed because they hog up all the sound channels and cause other sounds, such as gunfire in battles, to cut out and go silent.
- The way defenders spawn on sieges is a little wonky. The troops that spawn from the "archers" entry points only have about 3 - 5 men with them, when they should normally have around 10 or so. Also after taking a small number of casualties, reinforcements will spawn in, which is not supposed to happen until they lose a significant number of troops. This isn't too big of a problem, you can still play the sieges just fine and they are still fun, but it's not how it is really supposed to work, and would be better if it was fixed.
- The player is unable to reload carbines while walking.
- Casualties in all battles tend to result in 80% - 90%+ KIA. This is not a bug, but rather a result of the fact that firearms in the game can not wound characters, only kill them. Because of this, the only way to take prisoners is to use blunt weapons. This is actually the same system that M&B normally uses in Native, however since it is a medieval game, it was more likely that troops would use maces and clubs, which would allow the player to take a healthy amount of prisoners.
Since this mod is focused around firearms, the opportunity to use blunt weapons is limited to troops who are not equipped with bayonets or other bladed weapons, and therefore deaths tend to be much more common than wounding. I do have an idea of how to fix this by creating a new system for AI troops to surrender in battles after taking a certain amount of casualties, but without a proper coder on the team, this is impossible for me to create on my own.
- There is a bug with freelancer, where if you enlist with units that are armed with sharps or spencer rifles/carbines, you will not be given a weapon or ammo. I suspect this is because these weapons are marked as itp_type_musket rather than itp_type_crossbow, and the ammo is marked as itp_type_bullets rather than itp_type_bolts. Basically, the reason for this difference is that itp_type_musket is what allows for these weapons to have a new reloading animation and sound effect, and itp_type_bullets is what makes the ammo work with those weapons.
For whatever reason though, freelancer is not recognizing this weapon and ammo type. If I had to guess, it's probably because itp_type_musket and itp_type_bullets is not normally used in M&B, so freelancer wasn't designed to recognize it, since it was originally made to be used with medieval stuff, not firearms. Unfortunately I have no idea how to fix the problem myself, so I would need the help of an experienced coder to resolve this issue.
- The after death camera is no longer working, with the camera being stuck at the location of the player's death. I suspect this might be linked to the new iron sights script, however my attempts to resolve this by having the script check if the player is alive, proved to be unsuccessful.
excellent mod king85 superbe travail!merci
Thank you, have fun with the mod! :)
Cool update! However, I've got 2 instances when the game just hanged while travelling on the map. The rgl_log.txt contains thousands of similar messages: 01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099939
01:30:09 - - Simple trigger trigger no: 103 (line 4, opcode 541, modifier 0x80000000)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099939
01:30:09 - - Simple trigger trigger no: 103 (line 5, opcode 1602, modifier 0x0)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099938
01:30:09 - - Simple trigger trigger no: 103 (line 4, opcode 541, modifier 0x80000000)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099938
01:30:09 - - Simple trigger trigger no: 103 (line 5, opcode 1602, modifier 0x0)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099937
01:30:09 - - Simple trigger trigger no: 103 (line 4, opcode 541, modifier 0x80000000)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099937
01:30:09 - - Simple trigger trigger no: 103 (line 5, opcode 1602, modifier 0x0)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099936
01:30:09 - - Simple trigger trigger no: 103 (line 4, opcode 541, modifier 0x80000000)
01:30:09 - SCRIPT ERROR: Invalid Party ID: -1083099936
01:30:09 - - Simple trigger trigger no: 103 (line 5, opcode 1602, modifier 0x0)
And so on ...
Playing with WSE2. It's day 5 of the game, just saved the confederate spy from Niagara fort.
Please read the FAQ. I have provided a number of additional solutions that you can try. There is nothing more I can do beyond that.
It is very obvious this is a labor of love from a creator who has lots of talent and lots of knowledge. This here is a GEM of a contribution rife with history, lore, details, and accurate historical units. Phenomenal work, and thank you so much for such a titanic effort.
Thank you, I really appreciate that. I'm glad you are enjoying the mod! Have fun! :D
Do you think you will eventually be able to implement "make your farm/house/something similar via camp menu? I know some mods have it so I just wandered if you have it in mind considering it would fit perfectly time period.
Maybe if there is a tutorial for it, but it's not something I was planning on, and I don't know how well it would fit into the game. The player is most likely going to be fighting in one of the armies (there is not much else to do beyond that), so it doesn't make much sense to be building a farm or a house or something when you are in the middle of fighting a war.