Mount & Blade II: Bannerlord
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95 comments

  1. Piscator
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    Please pity me as I cannot for my life use Vortex to install mods. It installs all mods in the mod Staging Folder but that cannot be the actual game folder. So they never are installed in the modules folder of Bannerlord.
    The only way to do this is to install in Vortex and then copyand paste them to the actual game folder.

    This drives me nuts!
    Please help!

    1. ramazan0990
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      Saatlerce u?ra?t?m sonunda çözdüm. Ba?larken hata alanlar için söylüyorum. Resimdeki Mod Configuration Menu v2.0.10.227640 yükleyin. Mod Configurationun yeni versiyonunda hata veriyor. Çal??an sürümü v2.0.10.227640.

      Google transilation :

      217/5000
      I worked for hours, finally resolved. I am telling you for those who get an error when getting started. Install the Mod Configuration Menu v2.0.10.227640 in the picture. Mod gives error in new version of Configuration. Employee version v2.0.10.227640.
    2. BigBizkit
      BigBizkit
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      Just to be clear: your issue is not Vortex, but the fact you don't have the right version of the Mod Configuration Menu: Install Mod Configuration Menu v2.0.10.227640 and it will be fine!

      Vortex installs mods in a mod staging folder, but when those mods are enabled (installed mods get enabled automatically by default) they are "deployed" to the modules folder. What that means is, Vortex creates hardlinks in the modules folder. To the user and to the game it looks just like the mods have been duplicated and pasted into the modules folder, but they only take up hard disk space in the mod staging folder.

      I hope that clears things up for you! Let me know if you have any questions.
  2. wolfking272
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    can this be used for 1.4.2?
    1. Cheyron
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      I haven't heard anyone mention crashing so im going to guess it should work. Wait til you capture someone then save your game. Then install my mod and test then you can just uninstall if it doesn't work. You can always download the source code and you need visual studio 2019 which is free too. If you have steam installed to the c:\ and bannerlord installed to the default location then when you open my project you should just be able to press F6 to build and it will install to the modules folder where the dll is installed. In visual studio you would open the project properties and go to the build section and you would set the output path to the win64 folder for my mod.
  3. gbrilleCraft
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    1.4.3 test, using better exception window for help if error:

    Mod status: Causing crash
    1. gbrilleCraft
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      Here is a list of my curent load order in my launcher of mods working and not working under 1.4.3! Have fun guys!

      Diplomacy fixes (Not working)
      Better Exception Window
      Mod Configuration Menu V3
      MCMv3 MBO/MCMv2 Integration
      MCMv3 Modlib v1/v13 Integration
      Modlib
      Alt Save Missing Module Fix
      Developer Console
      Community Patch (Not working but error log thing still does and help!)
      Detailed Character Creation (Not working)
      Settlement Icons
      Unlimited Mecenary Clans
      Cas' Kingdom Destruction Mod (Not working)
      Companion's Patrols (Not working)
      Health Rebalance Fix (Not working)
      Initialize Troop Lists Patch (Not working)
      JTPrisonerRecruitement
      Player Encounter Do Apply Result Patch (Not working)
      Vlandian Levy Fix
      AI Values Life (Not working)
      Another chance at Marriage (Not working)
      Banner Paste
      Better Party Limits
      Caravans Give Trade XP (Updated 1.4.3!)
      Companion Overhaul (not working)
      Custom Wanderers
      Enable Unit Skills (FIxed by 1.4.3 itself, no longer necesary)
      Equip Best Item (Not working) Fix at: https://www.nexusmods.com/mountandblade2bannerlord/mods/1996
      Fighting Togheter Relationship (not working)
      Fix siege ai (Not working)
      Heroes must die (Not working)
      Heroes Missing Fix (Not working)
      Hideout Party Limit removed (Not working)
      Hideout Send troops (Not working - Never could test)
      Interesting Companions
      Just let me play (Not working)
      Less greedt Rulers (Not working)
      Merc Fix
      More Mecenaries
      Noble Nobles
      Party AI Overhaul and Commands (Updated for 1.4.3!)
      Party screen enhancements (Not working alone but fixed via optional file which does make it work!)
      Persuasion Less Brutal
      PLayer Execute Edit (Not working)
      Prisoner Influence Gain (Not working)
      Separatism (Not working)
      Sound the alarm
      True Prisoners (Updated 1.4.3!)
      Workshop Income
      Workshop Saver
      zCulturedStart (Updated for 1.4.3!)
      Bannerlord Tweaks (Not working)
      Kill Bandits Raise Relations (Not working)
      Lootlord (Not working)
  4. sancdan
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    It crashes the launcher before the lanucher pops. using version 1.4.2
  5. Solidus777
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    Hello!
    Thank you for your great work and this mod.

    Two points:
    1) do I really need to sort the mods out just like it is shown on the pucture (image tab on this site)? Because I put them in another order and the game seems to work.
    2) play the 1.4.2 version. Set '" faction member penalty relationship" slide to -100. Found one of the faction's member , executed him. Relationship with all members of the executed decreesed by -100 to...just 0. The enciclopedia says that the all members are my enemies but relationship with them is 0.

    Sorry for my bad English.


    Unbelievable but after I restarted the game and loaded the save file relationship numbers updeted also.
  6. PurpuraEquitem
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    Mercy penalty set to 0 and yet I loose my merciful trait...
  7. bmthrooh
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    oh je, why do i keep torturing myself playing this game? why?
    anyway, got this error right here, something about the mod revolutions. weird thing is that i've never had this exception exceptionally projected at mach+ speeds at my contorted hideous face. can't check the source code of both this and the revolutions mod to compare and pretend that i understand programming right now

    i just don't know how a mod related to me killing nobility (noice) fecks up with a mod related to non-skyrim stormcloak uprisings

    enough clowning, here's the mentioned exception:

    Inner exception callstack:
    No inner exception was thrown
    Outer exception callstack:
    at TaleWorlds.CampaignSystem.Actions.BeHostileAction.ApplyEncounterHostileAction(PartyBase attackerParty, PartyBase defenderParty)
    at PlayerExecuteEdit.ExecutionerKillCharacterAction.ApplyByExecution(Hero victim, Hero executer) in D:\Documents\Mount and Blade II Bannerlord\Module Projects\PlayerExecuteEdit\PlayerExecuteEdit\MySubModule.cs:line 118
    at PlayerExecuteEdit.Patch.Prefix(Hero victim, Hero executer) in D:\Documents\Mount and Blade II Bannerlord\Module Projects\PlayerExecuteEdit\PlayerExecuteEdit\MySubModule.cs:line 34
    at DMD?66442837::ApplyByExecution_Patch1>(Hero victim, Hero executer, Boolean showNotification)
    at Revolutions.Components.Revolts.CampaignBehaviors.RevoltBehavior.EndFailedRevolt(Revolt revolt) in C:\SteamLibrary\steamapps\common\Mount & Blade II Bannerlord\Modules\Bannerlord\Revolutions\Components\Revolts\CampaignBehaviors\RevoltBehavior.cs:line 307
    at Revolutions.Components.Revolts.CampaignBehaviors.RevoltBehavior.MapEventEnded(MapEvent mapEvent) in C:\SteamLibrary\steamapps\common\Mount & Blade II Bannerlord\Modules\Bannerlord\Revolutions\Components\Revolts\CampaignBehaviors\RevoltBehavior.cs:line 100
    at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
    at TaleWorlds.CampaignSystem.CampaignEvents.OnMapEventEnded(MapEvent mapEvent)
    at TaleWorlds.CampaignSystem.CampaignEventDispatcher.OnMapEventEnded(MapEvent mapEvent)
    at TaleWorlds.CampaignSystem.MapEvent.FinalizeEvent()
    at DMD?1484276::FinishBattle_Patch1>(MapEvent this)
    at DMD?21968850::Update_Patch2>(MapEvent this)
    at TaleWorlds.CampaignSystem.MapEventManager.Tick()
    at TaleWorlds.CampaignSystem.Campaign.Tick(Single dt)
    at TaleWorlds.CampaignSystem.Campaign.RealTick(Single realDt)
    at TaleWorlds.CampaignSystem.MapState.OnMapModeTick(Single dt)
    at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
    at TaleWorlds.Core.Game.OnTick(Single dt)
    at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
    at DMD?19066549::OnApplicationTick_Patch2>(Module this, Single dt)

    mesui is my waifu
  8. antlucasexe
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    I'm using the latest version of this mod with e1.4.1 build and I'm finding that there seems to be 2 problems:

    1) The relationship penalty for members of the executee's faction is applying per person, rather than per clan. So clans are taking multiple relationship penalties if they have multiple members.

    2) The relationship penalties for family members (heirs & parents) and the penalties for clan members are not happening at all. Those sliders seem to do nothing. The only sliders that seem to have an effect are the ones for faction members, friends, and the over-riding one for dishonest lords.
  9. lexx7900
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    for patch 1.4.0 is suitable?
    1. Cheyron
      Cheyron
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      you would need to download the source code and recompile it
    2. lexx7900
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      а как это сделать? Можно подробней пожалуйста.
      but how to do it? Could be more detailed please.
    3. Cheyron
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      @lexx7900

      see the post at the top, I explain some basic things. Try to download it and compile it. If you have problems just ask. And make screenshots if it helps explain your question. I will reply.
  10. Namtuar
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    patch for 1.4.2 ?
    1. Cheyron
      Cheyron
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      see stickied post above
  11. memorate
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    The mod still works for 1.4.1, only issue is that the text that shows if you gain/lose valor or honor isn't appearing!
    1. wolfking272
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      How do you get it to work without crashing?
    2. Cheyron
      Cheyron
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      I will test it and maybe I have to recompile it.

      edit: yeah i did not see any messages for the penalties either... i will try to fix and update when possible... i checked the tw code in a decompiler and it still does adjust your honor and mercy but now with no messages I guess... I would have to print the messages myself but maybe it isn't even worth updating for??
    3. Cheyron
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      @wolfking272

      if it crashes on load you either have not installed MCM (which you have to read his instructions how to do properly) or your load order something is out of order. Make sure you read how to do the load order on his page. My mod uses MCM 2.0.10 but as long as you have any MCM version after that you are fine. Obviously won't work if you have 2.0.9 or less... hope that info helps but the mod should still work according to the OP.
    4. JimKot
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      In my case, the game crashes every time i click to execute someone. If i deactivate the mod, the game works like normal, i am able to execute the lord and everyone hates me.
      I also use the 'make lords naked' mod which gives me their loot when i execute them. Im not sure if it has something to do with that, but both mods used to work fine together before the game updated to main 1.4.1.
      Maybe its because the MCM mod updated?
    5. Cheyron
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      it works fine for me... the make lord naked mod patches the original execution method which my mod doesn't even use so there is no conflict with make the lords naked mod. The only problem is when you execute with my mod you don't get the equipment. Which I have asked him to make a version for people who use this mod where he patches my method. But he isn't responding to me anymore. I actually decompiled his mod, edited his code to patch my method and recompiled it but I use it personally only. I am adding an option now since he isn't replying to me to take the lord's equipment when you kill them. My mod is 100% compatible with make the lord naked though. You are just missing a feature since he appears to not want to patch my mod... I even showed him how to do it but he is not replying to me... oh well.

      if the mod crashes for you then I will upload an update soon, maybe it is from a TW update that broke something but if not then it means your load order is messed up or you don't have mcm installed properly... my mod uses mcm v2.0.10... so make sure you use any version of mcm that is 2.0.10+

      im guessing it was a TW update assuming you have everything installed
    6. JimKot
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      Thanks for the reply and the update!
      The new version you published has stopped the crashes when clicking to execute someone. It works as it did before the game update ! I tried with 4 different lords and didnt get a crash.

      Now i will try to play around with the relationship modifiers ,because every time i execute someone i get 45+ different notifications from losing relationships with lords, merchants , gang leaders, etc. I wish they added an option to only receive relations notifications from lords and other important characters.

      Thanks again for your work!
  12. greatmass
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    I have done some thorough testing, and I regret to say that this mod is broken, or at least it does not work with mercenary clans. Below are the result:

    2 members tested: 1) Kannar (Beni Zilal merc, no trait, no friend, serves southern empire), 2) Ghulassen (Ghilman merc, devious, no friend, serves southern empire)

    mod setting:
    Clan leader penalty: -75
    Clan member penalty: -50
    Dishonorable victim penalty: -20
    Faction member penalty: -5
    Friend penalty: -20


    Test Kannar (Beni Zilal merc, no trait, no friend, serves southern empire):
    Reaction: “people are upset”

    Relationship changes:
    Sudais (clan leader, daring, cruel): 2 -> -13 (-15)
    Rhagea (faction leader, generous): 41 -> 16 ( -25)
    Hasseidh (fellow merc clan leader, generous, daring): 1 -> -19 (-20)
    Turiados (random imp lord, devious) : 13 -> -2 (-15)
    Nicasor (rando imp lord, closefisted, honest, daring): 93 -> 83 (-10)
    Joron (random imp lord, daring, merciful): 41 -> -26 (-15)
    Oros (random imp lord, closefisted): 73 -> 48 ( -25)


    Test Ghulassen (Ghilman merc, devious, no friend, serves southern empire):
    Reaction: “people rejoice”

    Relationship changes:
    Hasseidh (clan leader, generous, daring): 1 -> -59 (-60)
    Rhagea (faction leader, generous): 41 -> -59 ( -100)
    Sudais (fellow merc clan leader, daring, cruel): 2 -> -78 (-80)
    Turiados(random imp lord, devious) : 13 -> -47 (-60)
    Nicasor (rando imp lord, closefisted, honest, daring): 93 -> 53 (-40)
    Joron (random imp lord, daring, merciful): 41 -> -19 (-60)
    Oros (random imp lord, closefisted): 73 -> -27 ( -100)

    So as you can see, executing dishonorable character actually exacts a much greater relationship penalty than executing a "normal" character, particularly with faction leader and some random lord. The math here works in inexplicable ways, and not at all conforms with the mod setting.

    Compare this with vanila, executing someone means you are pretty much -100 relationship with the clan, and -10 relationship with every honorable clan. It's far from perfect, but it makes more sense than what the mod produces.

    I have no idea if I have tweaked something the wrong way or else, but right now this mod doesn't make sense

    1. Cheyron
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      the game is a broken bugged piece of shit... i can paste the code here but if you can read it maybe you can see what is wrong, i dont have the patience for this piece of s*** game anymore... i cant even load my game right now to test anything cause i have a mod installed which is not updated for 1.4.0 and i am so over this piece of s*** game that i will wait months if i have to in order to load my game.

      Here is the code you say is broken... it is going to loop through every hero in the world and do this...

    2. Cheyron
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      private static void ApplyRelationshipPenalties(Hero killer, Hero victim)
      {
      if (killer == null) return;//don't apply penalties if for some reason the killer is null

      if (victim.GetTraitLevel(DefaultTraits.Honor) < 0)
      {
      foreach (Hero hero in Hero.All)//loop every hero
      {
      if (hero == null) continue;
      if (hero == victim) continue;
      if (!hero.IsAlive) continue;//skip these heroes

      if (hero.Clan == victim.Clan || IsLordInVictimFaction(hero, victim) || hero.IsFriend(victim))//each hero can only get applied one relations penalty from settings if the victim was dishonorable
      {
      ChangeRelationAction.ApplyRelationChangeBetweenHeroes(killer, hero, settings?.DISHONORABLE_VICTIM_RELATION_PENALTY ?? -30, hero.IsHumanPlayerCharacter);
      }
      }
      }
      else//victim was honorable
      {
      foreach (Hero hero in Hero.All)
      {
      if (hero == null) continue;
      if (hero == victim) continue;
      if (!hero.IsAlive) continue;

      if (hero.IsFriend(victim))
      {
      ChangeRelationAction.ApplyRelationChangeBetweenHeroes(killer, hero, settings?.FRIEND_RELATION_PENALTY ?? -50, hero.IsHumanPlayerCharacter);
      }
      else if (IsLordInVictimFaction(hero, victim))
      {
      ChangeRelationAction.ApplyRelationChangeBetweenHeroes(killer, hero, settings?.FACTION_RELATION_PENALTY ?? -10, hero.IsHumanPlayerCharacter);
      }
      else if (hero.Clan == victim.Clan)
      {
      Hero leader = victim.Clan.Leader;
      if (leader == hero)
      {
      ChangeRelationAction.ApplyRelationChangeBetweenHeroes(killer, leader, settings?.LEADER_RELATION_PENALTY ?? -75, false);
      }
      else
      {
      ChangeRelationAction.ApplyRelationChangeBetweenHeroes(killer, hero, settings?.CLAN_RELATION_PENALTY ?? -50, hero.IsHumanPlayerCharacter);
      }
      }
      }
      }
      }


      someone please help me fix this cause I don't know what the problem is and my game is broken and I cant test s*** anymore
    3. Cheyron
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      i have no idea what produces those crazy numbers based on the code i use... i simply go through each hero in the world, i check who they are and then i apply a relation penalty between them and the killer. I agree that it is broken but what can i change? The code I wrote is not supposed to create those changes... i dont know... maybe one day i can sit down and figure it out.
    4. Cheyron
      Cheyron
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      I forgot to say thanks for compiling this info together it is a big help even if it is still mysterious. I finally got my game working and maybe I can fix this but I will be honest it is low priority. I would try to lower those settings values and just assume it will do something higher.
    5. dlaskas
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      but when i use big bad words like this, i get a warning...
      because fook logic amirite?!
      ffs.
    6. argenex
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      I just want to add, that specific NPCs in the world ALWAYS get -10 relation no matter who you execute, without any rhyme or reason to it. Here they are;

      Nobles that get thier panties twisted
      whenever ANYONE is executed (usually -10 relation)
      Calatild
      Crotor
      Desporion
      Ecarand
      Ergeon
      Iyalas
      Lucon
      Luichan
      Manteos
      Nicasor
      Ospir
      Pharon
      Tais
      Tasynor
    7. Cheyron
      Cheyron
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      that's interesting to know... I wonder if they have a trait that causes this and this is default game behavior when someone gets killed? I might look into it... probably is causing the issues with relations being hard to predict because the settings in mcm menu just don't work properly.
    8. argenex
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      How I came to this was I kept seeing the same people who were utterly unrelated, and often even enemies with people I would whack, so I forced them all to have 100 relation with me. Whenever I whacked anyone, they all lost 10 relation. I checked and they have different traits as well, so I can only assume there is something else somewhere handling this?

      Hope it helps...
      ... what really should happen is if they are enemies you should get bonus relations, and the whole "honor" being tied to executions makes no sense, it should be tied to the mercy trait.
    9. Cheyron
      Cheyron
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      well I should probably add in the mercy penalty too, I will do that actually but I still want honor penalized because normally the code of conduct was to ransom nobles who were captured so executing them would not be chivalrous and why I think the honor makes sense if the person you are killing was honorable.
    10. argenex
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      I hear ya. They really haven't fleshed it out as much as we all had hoped they would after all this time.

      To me Honor is more about adhering to agreements and allegiances you've sworn, and when I began executing people in my first play through, it was specifically because the bastards were one minute in my faction, then switched sides, like within a few days. I've even watched them join my faction, leave my faction for someone I'm at war with, then return... wtf dude?

      I suppose "honor" could be described as an agreement between all nobles that "hey let's not whack each other but let our subs and plebs die for us", except that sounds much more like 1600 AD British Empire, and less medieval times, where life wasn't valued, if you broke your oath you were killed, and there are so many ways to execute someone, that the list is literally based on how you broke your oath, or what crime you committed.

      So to my perspective, Honor should go negative if you flip flop between factions as a vassal, and executing someone like that should literally make everyone happy except I guess their dog.

    11. Cheyron
      Cheyron
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      in that case that would rely on taleworlds to give honor penalties to people who switched sides... that is outside the scope of this mod but I agree with you... those people should be considered less honorable and then my mod would work properly in that case.
    12. Cheyron
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      well i looked into the TW code, something i didn't want to do and they always force relationship changes to the clan leader it looks like, anyways will be fixed in next update. Uploading 10 minutes.

      edit: uploaded now... latest version should work as expected... this is TW code... which now I avoided using

      public override void GetHeroesForEffectiveRelation(
      Hero hero1,
      Hero hero2,
      out Hero effectiveHero1,
      out Hero effectiveHero2)
      {
      effectiveHero1 = hero1.Clan != CampaignData.NeutralFaction ? hero1.Clan.Leader : hero1;//ALWAYS CHOOSES CLAN LEADER TO APPLY RELATION CHANGE
      effectiveHero2 = hero2.Clan != CampaignData.NeutralFaction ? hero2.Clan.Leader : hero2;//THESE TWO LINES ARE A BUG
      if (effectiveHero1 != effectiveHero2 && (!hero1.IsPlayerCompanion || !hero2.IsHumanPlayerCharacter) && (!hero1.IsPlayerCompanion || !hero2.IsHumanPlayerCharacter))
      return;
      effectiveHero1 = hero1;
      effectiveHero2 = hero2;
      }