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NMC-Enhanced-Module-System

This project modernizes and expands the NMC Module System with new gameplay mechanics, major feature integrations, bug fixes, quality-of-life improvements, richer scenes, and extensive compatibility work.

Core Framework

ModMerger 2.01 Integration

  • Fully integrated ModMerger into the NMC Module System.
  • Added 29 permanent integration hooks across supported module files.
  • Adapted the framework for Warband Module System 1.153.
  • Fixed the old installer’s handling of files without trailing line breaks.
  • Prevented duplicate hooks during repeated installations.
  • Adjusted the build workflow so hooks are not lost when source files are restored from subdirectories.
  • Made ModMerger installation idempotent and safe to rerun.

The following components are currently active:

  • Freelancer
  • Dynamic Troop Trees
  • Health Regeneration
  • PBOD
  • Formations
  • Formations AI
  • Tournament Play Enhancements
  • Generic Presentation Utilities
  • Custom Character Creation

New Gameplay Features

Weekly Recruitment in Towns and Castles

Players can now recruit trained, mid-tier faction troops from major settlements.

  • Town recruitment is handled through the Guild Master.
  • Castle recruitment is available directly from the castle menu.
  • Recruits use the settlement faction’s tier-three troop.
  • Each offer contains between 5 and 20 soldiers.
  • Each soldier costs 100 denars.
  • Recruitment refreshes every seven days.
  • Every town and castle maintains its own independent cooldown.
  • The generated offer remains stable until accepted instead of rerolling whenever the menu is reopened.
  • Money and party capacity are checked before the transaction.
  • Partial or accidental recruitment is prevented.
  • Clear feedback is provided when the player lacks money or party space.

Village Work

Players can now earn money and experience by performing temporary work in villages.

  • Added a new village menu option for taking local work.

  • The player remains in the village for 24 hours.

  • Rewards are randomized upon completion:

    • 100–300 experience
    • 20–50 denars

Fort Captain Conversations

Fort Captains in player-built forts now have proper everyday conversation options.

  • Added dedicated Fort Captain dialogue branches.
  • Corrected the captain’s faction assignment.
  • Reinforced faction assignment whenever the fort scene is entered.
  • Moved the Fort Captain dialogue above the generic hostile conversation catcher.
  • Fixed the issue where the captain greeted the player with “Surrender or die” instead of displaying the intended dialogue.

Custom Character Creation

Integrated Custom Character Creation through ModMerger.

  • Replaces the standard Warband character creation sequence.
  • Added the complete MCC menu, presentation, scripts, strings, constants, and initialization logic.
  • Loaded MCC after the other active components to avoid presentation and menu conflicts.

Major Mod Integrations

Freelancer 1.3

Freelancer allows the player to enlist in a lord’s army and serve as an ordinary soldier.

  • Integrated all 11 Freelancer components through ModMerger.
  • Added its quests, parties, dialogues, presentations, mission templates, triggers, and scripts.
  • Restored missing ModMerger wrapper imports.
  • Adapted reward handling to the modified NMC scripts.
  • Replaced an invalid bread item reference with the correct NMC item.
  • Preserved the original Freelancer package while using adapted copies in the active Source directory.

Dynamic Troop Trees

Added an interactive troop-tree viewer.

  • Added View Troop Trees as the first option in the Reports menu.
  • Integrated six ModMerger components.
  • Isolated conflicting scripts and presentations under the trees_ prefix.
  • Preserved NMC’s existing troop-note presentation and inventory scripts.
  • Prevented Dynamic Troop Trees from overwriting Custom Commander functionality.

Health Regeneration 1.1

Added health regeneration for both the player and AI combatants.

  • Player regeneration enabled.
  • AI regeneration enabled.
  • Integrated the regeneration trigger into 37 compatible battle and arena mission templates.
  • Disabled debug mode.
  • Disabled difficulty-based regeneration scaling.
  • Added proper initialization through ModMerger.
  • Fixed an original package bug that checked agent numbers instead of troop IDs when identifying companions, lords, and monarchs.

Campaign battles and arenas are fully supported. Custom Battle templates contain the trigger, but their activation variables are not currently initialized through script_game_quick_start.

PBOD — Pre-Battle Orders & Deployment

Integrated PBOD together with its required formation systems.

Active components:

  • PBOD
  • Motomataru Formations
  • Formations AI

Features include:

  • Pre-battle deployment.
  • Pre-battle orders.
  • Custom troop divisions.
  • Advanced battlefield formations.
  • Formation-aware AI.
  • Custom battle camera functionality.
  • Shield bash support.
  • Split troop assignment controls.

Additional compatibility work:

  • Resolved slot conflicts with NMC and Custom Commander.
  • Updated the required ModMerger utility files.
  • Preserved existing Custom Commander battle functionality.
  • Kept split troop assignment as a direct camp action instead of hiding it inside the settings interface.

Tournament Play Enhancements 1.5d

Integrated the TPE version designed for Custom Commander and PBOD.

Installed content:

  • Tournament Play Enhancements.
  • Generic Presentation Utilities.
  • 46 tournament-related items.
  • 42 tournament service troops.
  • One BRF resource.
  • 17 active DDS textures.
  • 22 alternative tournament arena scenes.
  • Required module.ini resource entry.

Compatibility improvements:

  • Moved TPE’s conflicting agent slot from slot 57 to the unused slot 62.
  • Integrated TPE troops in a stable position to preserve consistent IDs.
  • Excluded the package’s explicitly unused textures.
  • Preserved compatibility with PBOD and Custom Commander.

Alternative Arena Initialization Fix

Fixed a major TPE bug that caused tournament battles to load an empty generated landscape.

The original package only initialized alternative arena scene IDs after opening the tournament design panel. Until then, the scene slot remained zero.

The fix now:

  • Initializes all 22 alternative arenas for new games.
  • Automatically repairs missing arena slots in existing saves.
  • Validates the scene before every tournament battle.
  • Preserves all supplied SceneObj files unchanged.

Castle Passage Index Fix

Fixed incorrect castle door destinations introduced after menu expansion.

  • Approaching the castle courtyard door previously displayed or opened the dungeon.
  • The problem was caused by the Insurance Broker option being inserted before the passage-sensitive menu entries.
  • Restored the required native order of arena, dungeon, and courtyard passages.
  • Moved the Insurance Broker option after the door-related entries.
  • No SceneObj modifications were required.
  • The correction is compatible with existing saves.

Tavern Animations

Integrated the complete Tavern Animations package.

Scene Content

  • Installed 22 replacement tavern SceneObj files.
  • Added seated and standing tavern activity.
  • Added musicians, drinkers, and other animated patrons.
  • Added scene entry-point logic for animated tavern inhabitants.

New Animations

Added six custom animations:

  • Seated drinking
  • Seated idle
  • Seated lute playing
  • Standing lute playing
  • Seated lyre playing
  • Standing lyre playing

New Props and Troops

  • Added a usable tavern mug prop.
  • Added lute and lyre props.
  • Added male and female musician troops.
  • Updated native tavern minstrels with appropriate instruments and equipment.
  • Added small dialogue responses for busy tavern patrons and musicians.

Audio and Resources

  • Installed dedal_tavern_anims.brf.
  • Added three looping lute tracks.
  • Added three looping lyre tracks.
  • Enabled module sound scanning.
  • Added the required module.ini resource line.
  • Verified all installed scenes and sounds against the source files.

The supplied package contained no texture files, so no Tavern Animations textures were omitted.

Credits for the package were preserved for Daedalus / Slawomir of Aaarrghh.


World Population Improvements

Settlements now feel significantly more populated.

Towns

  • Tripled the number of town walkers.
  • Existing faction-appropriate male and female town NPCs are reused.

Villages

  • Tripled the number of village walkers.
  • Existing village walker initialization remains compatible with village scenes.

Castle Courtyards

  • Added village civilians to castle courtyard scenes during daytime.
  • Eight entry points are used.
  • Three civilians are generated per entry point.
  • Castle visits now run the appropriate walker initialization and update triggers.

This adds up to 24 additional civilians in populated castle courtyards.


Economy and Trade Improvements

Merchant Wealth

  • Increased town merchant money reserves by ten times.
  • Merchants can now afford much larger player transactions.
  • Reduces situations where wealthy players must visit several merchants to sell ordinary loot.

Market Inventory

  • Doubled the number of items generated for town merchants.
  • Provides wider equipment selection and more varied markets.

Economic Systems Review

The project’s overlapping economic systems were audited, including:

  • Native trade and commodity production.
  • Weekly player budgets.
  • Enterprises.
  • Floris landlords and moneylenders.
  • Lord and settlement wealth.
  • Diplomacy economic changes.
  • Trade reports and settlement prosperity.

KAOS Bank was deliberately not integrated because it duplicates the existing Floris banking system and uses conflicting bank-slot names. Adding it would risk corrupting existing deposits, loans, reports, and settlement financial data.


Custom Commander Fixes

Automatic Recruitment Fix

Fixed Custom Commander’s automatic troop recruitment in towns and castles.

The previous implementation did not correctly handle the real cost of generated troops.

The corrected system now:

  • Calculates the actual dynamic recruitment cost.
  • Checks affordability against that exact cost.
  • Adds the recruited troops before finalizing payment.
  • Charges the player only after recruitment succeeds.
  • Prevents incorrect charges and failed recruitment transactions.

Camp Menu Reorganization

The camp menu previously exposed a long list of unrelated configuration entries from multiple add-ons.

All configuration functions are now organized under a unified Mod Settings menu.

Consolidated settings include:

  • Custom Commander options.
  • Camera settings.
  • Diplomacy settings.
  • Entrenchment settings.
  • PBOD settings.
  • Tournament Play Enhancements settings.

Additional navigation fixes:

  • Corrected Tournament Settings back-navigation.
  • Moved PBOD configuration into the shared settings menu.
  • Kept actual gameplay actions separate from configuration options.
  • Reduced camp-menu clutter and made add-on settings easier to discover.

Stability, Compatibility, and Cleanup

Yael Removal

Yael was evaluated and temporarily integrated, but was later removed completely.

Cleanup included:

  • Removing Yael from mods_active.
  • Removing every yael_*.py and compiled .pyc file.
  • Removing its source folder and temporary backups.
  • Regenerating all exported IDs.
  • Removing its items, troops, scripts, menus, presentations, and dialogues from the compiled module.
  • Verifying that no Yael references remain in either Source or the exported NMC module.

Because Yael previously reserved item IDs, saves created while it was installed may not be compatible with the cleaned build.

Duplicate and Conflict Prevention

  • Preserved NMC implementations when third-party packages supplied conflicting scripts.
  • Namespaced Dynamic Troop Trees helpers.
  • Resolved PBOD, TPE, and Custom Commander slot conflicts.
  • Avoided integrating incompatible TPE tournament reward replacements.
  • Avoided installing unused package resources.
  • Prevented add-ons from silently replacing unrelated NMC presentations.
  • Preserved existing Floris Bank functionality.
  • Maintained stable troop and item ordering wherever required for save compatibility.

Build Verification

All completed integrations and fixes were followed by full Module System compilation.

Verification included:

  • Checking Process_Log.txt for hidden errors and tracebacks.
  • Confirming generated IDs.
  • Confirming scripts, dialogues, menus, troops, presentations, sounds, animations, items, and scenes in the exported NMC module.
  • Performing repeated builds where necessary to detect stale generated ID problems.
  • Comparing installed binary resources and scenes against their source files.

About

This project modernizes and expands the NMC Module System with new gameplay mechanics, major feature integrations, bug fixes, quality-of-life improvements, richer scenes, and extensive compatibility work.

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