No to wszystko jasne. W zwykłym m&B wszytko to znajduje się w skrypcie "game_start" (około linii 312).
(try_for_range, ":faction_no", kingdoms_begin, kingdoms_end),
(faction_set_slot, ":faction_no", slot_faction_marshall, -1),
(faction_get_slot, ":culture", ":faction_no", slot_faction_culture),
(faction_get_slot, ":troop", ":culture", slot_faction_tier_1_troop),
(faction_set_slot, ":faction_no", slot_faction_tier_1_troop, ":troop"),
(faction_get_slot, ":troop", ":culture", slot_faction_tier_2_troop),
(faction_set_slot, ":faction_no", slot_faction_tier_2_troop, ":troop"),
(faction_get_slot, ":troop", ":culture", slot_faction_tier_3_troop),
(faction_set_slot, ":faction_no", slot_faction_tier_3_troop, ":troop"),
(faction_get_slot, ":troop", ":culture", slot_faction_tier_4_troop),
(faction_set_slot, ":faction_no", slot_faction_tier_4_troop, ":troop"),
(faction_get_slot, ":troop", ":culture", slot_faction_tier_5_troop),
(faction_set_slot, ":faction_no", slot_faction_tier_5_troop, ":troop"),
(try_begin),
(faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_1"),
(faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_swadian_deserter"),
(faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_swadian_sergeant"),
(faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_swadian_messenger"),
(faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_swadian_prison_guard"),
(faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_swadian_castle_guard"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_a, "pt_kingdom_1_reinforcements_a"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_b, "pt_kingdom_1_reinforcements_b"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_c, "pt_kingdom_1_reinforcements_c"),
(else_try),
(faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_2"),
(faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_vaegir_deserter"),
(faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_vaegir_guard"),
(faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_vaegir_messenger"),
(faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_vaegir_prison_guard"),
(faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_vaegir_castle_guard"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_a, "pt_kingdom_2_reinforcements_a"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_b, "pt_kingdom_2_reinforcements_b"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_c, "pt_kingdom_2_reinforcements_c"),
(else_try),
(faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_3"),
(faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_khergit_deserter"),
(faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_khergit_horseman"),
(faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_khergit_messenger"),
(faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_khergit_prison_guard"),
(faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_khergit_castle_guard"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_a, "pt_kingdom_3_reinforcements_a"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_b, "pt_kingdom_3_reinforcements_b"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_c, "pt_kingdom_3_reinforcements_c"),
(else_try),
(faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_4"),
(faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_nord_deserter"),
(faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_nord_warrior"),
(faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_nord_messenger"),
(faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_nord_prison_guard"),
(faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_nord_castle_guard"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_a, "pt_kingdom_4_reinforcements_a"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_b, "pt_kingdom_4_reinforcements_b"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_c, "pt_kingdom_4_reinforcements_c"),
(else_try),
(faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_5"),
(faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_rhodok_deserter"),
(faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_rhodok_veteran_spearman"),
(faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_rhodok_messenger"),
(faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_rhodok_prison_guard"),
(faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_rhodok_castle_guard"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_a, "pt_kingdom_5_reinforcements_a"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_b, "pt_kingdom_5_reinforcements_b"),
(faction_set_slot, ":faction_no", slot_faction_reinforcements_c, "pt_kingdom_5_reinforcements_c"),
(try_end),
(try_end),
Łącząc dwie mozliwe animacje przeładowania (itcf_reload_pistol i itcf_reload_musket) z dwoma animacjami strzału (itcf_shoot_pistol i itcf_shoot_musket) teoretycznie możesz stworzyć 4 różne rodzaje broni.
Dodatkowo można eksperymentować z kuszami.
Kuszo-pistolet który będzie wyglądał i strzelał jak pistolet, ale wykorzystywał animacje przeładowania kuszy:
W warbandzie kuszom można przypisać każdą z 3 animacji przeładowania (wykorzystane np. w modzie Blood and Steel), to jest zwykłą kuszy i te należące do broni palnej (dodane flagi itcf_reload_pistol i itcf_reload_musket), niestety nie jestem pewien jak to działa w zwykłym M&B.
Co do konkretnych zmian to musisz poeksperymentować z flagami. Nie ma innej drogi.
Powyższe zmiany prawdopodobnie możesz wykonać przy pomocy jakiegoś edytora przedmiotów, osobiście używam wyłącznie MS wiec niezbyt orientuje się w tej kwestii.