Mods / Sabre au Clair (discontinued)
Category:
#Creatures
#Weapons
Author: Lastelle
Side: Both
Created: Oct 15th 2023 at 5:17 PM
Last modified: Dec 1st 2023 at 6:15 PM
Downloads: 3632
Follow Unfollow 85
Author: Lastelle
Side: Both
Created: Oct 15th 2023 at 5:17 PM
Last modified: Dec 1st 2023 at 6:15 PM
Downloads: 3632
Follow Unfollow 85
Latest file for v1.18.15:
sabreauclair_0.0.14.zip
1-click install
Sabre au Clair allows players to hire mercenaries to help them in their adventures or defend their territory.
Looking for modders interested in continuing the mod
Content
- Hire mercenaries by paying them with rusty gears
- Equip them with any armors and weapons
- Draw you sword and Lead your band into assault
- Organize your company with formations
- Watch battles setting up between different band of mercenaries
- Defend your home from hostile gangs
Notes
- You cannot hire more than 16 mercenaries at the same time by default
- Mercenaries won't attack their commander or any player that share a group with them
- Mercenaries will find a suitable place to sleep (a bed or a lit fireplace) in order to heal.
- By default you will need to smith an officer sabre to lead your troops
- View range is based on light level (sun and artificial lights)
- Only currently supported range weapon are bows and slings
- Mercenaries follow the law of the strongest. They will only accept being hired by player stronger than they are
- Masterless mercenaries will pillage your farms and kill nearby animals
Controls
- (hold) <officer sabre> + <right click> is used to lead your company in formation
- (hold) <officer sabre> + <right click> + <sprint key> is used to lead your company in an attack
- <right click> + <officer sabre> is used to add or remove a mercenary from formation
- <right click> + <sprint key> is used to switch between "aggressive" and "defensive" stance.
- <right click> with an item is used to give an item into the active item slot or into the armor slot
- <right click> + <sneak key> with empty hands is used to drop every items
- <right click> + <sneak key> + <sprint key> with an item is used to give an item into the off hand item slot
Mod config
SabreAuClairModConfig.json
MercenaryDailyWage: integer = 1
CompanyCapacity: integer = 16
LineCompanyRowRatio: float = 0.25
CommanderToolCodes: string[] = []
UseAnyBladeAsCommanderTool: bool = false
IgnoreRuinedCommanderTool: bool = true
IgnoreAdminCommanderTool: bool = true
To do
- Make hostile mercenaries set fire to player buildings
- Make mercenaries travel around the world
- Make mercenaries spawn in camps rather than in the wild
- Implement long term troops in addition to mercenaries
- Shield wall, pike wall formations
- Add compatibility with Maltiez Firearms
- Allow mercenaries to use Rusty Shell artillery
- Allow mercenaries to use Feverstone's Horses
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.0.14 | 956 | Dec 1st 2023 at 6:15 PM | Show | sabreauclair_0.0.14.zip | Install now | |
v0.0.13 | 218 | Nov 27th 2023 at 5:17 PM | Show | sabreauclair_0.0.13.zip | Install now | |
v0.0.12 | 110 | Nov 27th 2023 at 8:14 AM | Show | sabreauclair_0.0.12.zip | Install now | |
v0.0.11 | 128 | Nov 25th 2023 at 4:33 PM | Show | sabreauclair_0.0.11.zip | Install now | |
v0.0.10 | 267 | Nov 17th 2023 at 5:32 PM | Show | sabreauclair_0.0.10.zip | Install now | |
v0.0.9 | 115 | Nov 16th 2023 at 8:39 PM | Show | sabreauclair_0.0.9.zip | Install now | |
v0.0.8 | 271 | Nov 10th 2023 at 9:32 PM | Show | forlornhope_0.0.8.zip | Install now | |
v0.0.7 | 191 | Nov 8th 2023 at 8:45 PM | Show | forlornhope_0.0.7.zip | Install now | |
v0.0.6 | 194 | Nov 4th 2023 at 9:03 PM | Show | forlornhope_0.0.6.zip | Install now | |
v0.0.5 | 348 | Oct 25th 2023 at 5:08 PM | Show | forlornhope_0.0.5.zip | Install now | |
v0.0.4 | 195 | Oct 22nd 2023 at 9:23 PM | Show | forlornhope_0.0.4.zip | Install now | |
v0.0.3 | 254 | Oct 18th 2023 at 6:20 PM | Show | forlornhope_0.0.3.zip | Install now | |
v0.0.2 | 193 | Oct 16th 2023 at 8:56 PM | Show | forlornhope_0.0.2.zip | Install now | |
v0.0.1 | 177 | Oct 15th 2023 at 8:47 PM | Show | forlornhope_0.0.1.zip | Install now |
A mod like this is essential to a lot of the concepts people seem to want to make a reality, such a massive shame it's discontinued...
This is a neat mod, hopefully there'd be a other mercernary mod out there that allows for easy use.
Right now, its quite hard to command them, or at least. Let them follow you, or let you place them at spots.
(I know its discontinued)
Lastelle Alright cool
I'm thinking getting back to modding but to be honest working on this mod has been a pain so at best don't expect more than having it updated to newer version GamerHawk121
How's it going with updating this? Not requesting it right now, just curious on how it's going.
I think that's because you're only telling them to join the formation group. They will only form the formation when you lead them: so as long a you hold right click with a saber in hand. Once you stop the "lead" command, they will be able to move freely until you start leading them.
Brucius
Is it me or does this Mod just not work at all. I hired some mercenaries followed the instructions using the officer saber to "join formation" and they just stood there. I'm assuming that "sheath weapon means simply to not attack, and not to literally sheathing there weapons right? because when I order that command with left control they just waved at me and still had there weapons in hand.
Can't wait til the next update. I hope you enjoy your break!
Lastelle
Vronizos
That should'nt be hard to implement. I'm taking a break from modding to get back into gamedev so I'll add that when I have some spare time. Thanks for the suggestion!
Will it be possible to set another custom item in the config as payment for mercenaries? And the configuration of the time for which the payment lasts
Lastelle
Glad I was able to help you solve this issue!
DoodleGarbage Annastasija
This is fixed in 0.0.11, thanks for reporting the error origin I thought checking if Rusty Shell was enabled would be enough but now I know I have to implement an API if I want optional compatibility instead of relying on optional dependency
For anyone who also noticed that this mod is preventing them from picking up items: This happens when this mod is loaded without rusty shell. The server gets spammed with errors which breaks item behavior. The checks that mercenaries make to find and use Rusty Shell weapons aren't caught when Rusty Shell isn't loaded, resulting in errors that break the internal server.
Installing rusty shell and enabling it will fix the issue.
I am unsure how to get the logs if the game doesn't crash, can you walk me through it. And it's probably another mod not playing nice together but I am not sure what it would be
Hello! Will the source code ever come available for this beautiful work? I'd love to take a look at some of your implementations for future work!
Annastasija
Could you send the logs? This never happened to me, even in multiplayer
Not sure why but this mod makes items dropped on the ground stay there for every even when picked up, the model just sits there and bounces
Very cool idea. I especially like the raid mechanics and battle.
badday
Mercenaries will hunt animals and attack drifters as well as other aggressive entities, even when not hired
Argon_Zeltas currently you need to make the mod confile file yourself (SabreAuClairModConfig.json) inside ModConfig, then add your modifications inside of it
eg:
ModConfig/SabreAuClairModConfig.json
{
"CompanyCapacity": 100,
"IgnoreAdminCommanderTool": false
}
Hello! Cool mod! But for some reason I can't find the mod's configuration file. Any ideas why this might be? I looked everywhere. Both in the game itself and in the data folder. Moreover, I downloaded version 1.18.14 as a mod, and then version 1.18.15. As a result, in both options the config did not appear. By the way, is it possible to make mercenaries appear with virtually no equipment? This negatively impacts initial progress when enemy mercenaries drop their equipment despite it being in a nearly broken state.
Hi Lastelle, , mercenaries can defend us against agressive animals and drifters ?
and wild mercenaries defend themselves against them ?
Amarillo
If everything is working as intended, you might not have added the mercenary to your formation (right click them with the estoc in hand). Then they will only follow you (or attack) in group as long as you hold right click with it.
About bows, they currently won't run away when they're too close so they will sometime use bow as a melee weapon unfortunately
Hey thanks for a cool mod!! I was testing it and it seems that the Forlom hope estoc doesnt do anything when trying to command hired mercenaries and mercenaries with bows does not do ranged attacks, they use the bow as melee is that normal or a bug?
DeanBro
Management hints only appear ove hired mercenaries. If nothing appears then that means that they are hostile ones that cannot be hired and therefore that you did'nt hire. If you did hire them and yet nothing appears for unknown reasons then:
<right click> is used to switch between "follow me" and "hold the position" mode
<sprint key> + <right click> is used to switch between "aggressive" and "defensive" stance.
<sneak key> + <right click> with empty hands is used to drop every items
<sneak key> + <right click> with an item is used to give an item into the active item slot or into the armor slot
<sneak key> + <sprint key> + <right click> with an item is used to give an item into the off hand item slot
how to manage mercenaries? I didn't find any hint
Lastelle
Thanks for the reply. I look forward to what you do with this.
I'm not surer if that's a me problem but Somehow there is no Note to change for thePrice of the Mercenary in the confis. As there is non for me at least on my private server. And online server.
Edit. I am stupid but it's not inf Mod config Folder but in the mod.
Telemachus
They currently spawn in the wild but in the future they should spawn in small camps or at least interact with the world
This sounds really interesting. I'm curious: do the merc's just randomly spawn in a little group anywhere in the world? Similar to any other mob?
To me it seems very offputting to be trekking through the woods and to randomly encounter a group of mercs just chillin' there. I'm wondering if there could be some kid of compatibility patch written for the VSVillage mod, so that they only spawn in/around towns. In tandem, perhaps the bad guy merc's (bandits?) could have little bandit camp structures that generate, and they could spawn in/around those?
Regardless of any that; I'm very interested to see what you do with this mod. Fine work!
T_R_O_L_E
Hostile mercenaries now charge as intended and won't wait the last moment to do so, and you can't loot them alive anymore
I have no issue with not being able to hire them. Half of mercenaries spawn hostile so you probably weren't lucky
@ Lastelle Thank you for such a quick response
Only the name of the mercenaries changed, but there were no hints and the gears were not picked up
Now the problem is what to do with such a large amount of armor that cannot be sorted out...
Good luck in your work
Hello T_R_O_L_E
1. They cost by default 1 rusty gear per day (you have to manually pay them)
2. Those who are okay being hired display a special action bubble over them indicating their rate (so 1 by default)
3. If you mean group by gang, yes, they should stay with their group and not attack one to another
4. This is an issue I need to fix. I currently modified some parts of the seeking ai but currently only those having range weapons will attack by themselves, otherwise they will be passive until they get in combat stance (getting hurt)
5. Bodies rot and turn into medium sized carcasses after some days. When they are still corpses, you can loot them by sneaking and right-clicking
6. Orders are given to hired mercenaries (you will see action bubbles over them indicating which keys are needed to be pressed)
7. No, they can sleep anywhere
I'm a bit busy since I just started work, but I will try to fix all the small issues that were forgotten or created in my hurry. Thank you very much for your feedback and questions!
Hello
This is a very interesting mod but I have a lot of questions
1. How much do mercenaries cost and for what period?
2. How to hire them? (I met not far from a spawn squad, but they beat me when I got close to them. They didn't care about my gears (11).) But at the same time, I was able to remove all the equipment from one of them without problems...)
3. Do you plan to add enemy gangs as well, or are they already there?
4. I have Sam's humanoid creatures installed and they are not recognized as enemies, but when one of the mercenaries caught a savage, he cut down the entire squad in blackguard armor...
5. How to get rid of bodies? Will they disappear over time or is it possible to add their loot with a knife?
6. How to give orders?
7. Do they need additional sleeping places in the house?
Thank you)
Perhaps also intergrating support for VS Villages and Better Trader Camps could be cool, seeing how it'd be otherwise odd seeing them not interact with elements of "civilization."