Mount & Blade II: Bannerlord

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Durbatulukh

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103 comments

  1. Durbatulukh
    Durbatulukh
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    First of all, thanks for all your replies - it motivates me to go on with development of this mod.
    Second, I read every comment and considered all of your ideas, even if I haven't replied to your particular post.

    I want to share my ideas for future releases and would love to hear your feedback on it:
    1. An additional bonus for VIGOR: increase gained moral (default: 5% per attribute)
    2. An additional bonus for CONTROL: decrease lost moral (default: 5% per attribute)
    3. An additional bonus for ENDURANCE: after battle set your hitpoints to X% from what you had before it, doesn't lower your HP obviously:) (default: 2.5% per attribute)
    4. An additional bonus for VIGOR, CONTROL and ENDURANCE: XP multiplier for respective troops:
    VIGOR: all melee troops e.g. Infantry, Cavalry (default: 5%)
    CONTROL: all range troops e.g. Archers, Horse Archers (default: 5%)
    ENDURANCE: all troops (default: 2.5%)
    5. An additional bonuses for SOCIAL:
    a) get renown each time you met a new character default (1 per attribute)
    b) increase all gained renown and influence (+2.5% per attribute)
    This bonuses also will be affected by option that includes SOCIAL of party members (default: true)
    6. Add option to include INTELLIGENCE of party members for income increase and expenses decrease (default: true)
    7. Add option for maximum expenses decrease (default: 75%, which still seems to be hardly reachable with default settings)
    8. Add option to calculate bonuses for attributes starting from 3, so attributes with the default value of 2 won't provide them, which seems to be logical (default: true)
    9. It isn't the fault of my mod, but since some of you faced problems with light-speed attacks: I'll add hard-cap for the maximum attack speed bonus to ensure that fastest sword always can deal damage (it should also fix situations with OneHanded perks on 300+ skill level)

    What do you think about such a roadmap for the current future?

    P.S.
    I also think about mod that provides injuries after being killed in battle. And injuries would affect your attributes (even lowering them to zero). But such mod will have to save data which makes it not safe-to-remove in the midgame. Will it be a good addition for "Attributes Reloaded"?
    1. LMDother
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      1. YES
      2.YES
      3.YES
      4. sounds great and makes sense!
      5. Both sounds good add both. But if you must choose (A) makes the most sense.
      6. hum... I like it because companions just don't do enough in this game as is, but I am not sure it works. As the saying goes anything with more than one head is a monster.
      7. defiantly if you add 6. But like you said not easy to reach so it can wait to last :)
      8. NO. it will make Tie 1 troops extreeeemly weak compared to everyone else.
      9. Yes

      10/PS. NO. game is hard as is and sitting around for my char to heal sucks. Not being able to do anything with him/her due to a wound would just kill the game long term.

      Love the mod keep the good work up LOVE the mod
    2. RellomQ
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      1. Yes, but 5% default might be to much ... testing needed.
      2. Yes, and same as above.
      3. I don't like this one, but having it as an option, could never hurt. If skilled in combat, this would mean close to inhuman amount of arrows and throwing axes stuck to your body, with you still running around like nothing ever happened, later in the game ... but again, if people want it, let them have it.
      4. Yes please. But I still think the default values is to high.
      5. Option B, sounds to me like the most balanced.
      6. Oh yeah, that would be great. Companions ...even with other mods, is still not valued enough in this game. Giving people the this option adds variety to both more companions and playing around with their stats.
      7. Make sense with number 6 in mind.
      8. My first thought was no, but I would not mind to have it as an experiment, but I can't tell before I have tried it. It might screw with the balance of the battles more then you think. But I'm not sure.
      9. Haven't had this problem, but a hard cap might be a good idea ... at some point, attack speed seem to be ... ridicules near end game.

      PS. I really like the injuries idea, specially if you could make this happen to companions and lords too in the long run, but I think you should make that a separated/optional mod if possible.

      Overall, I like what you have in mind for the future, and I look forward to the updates to come. My new save, do feel different with this one installed. The combat is more .... rewarding.

      Edit: I general, I think the default values is too high, also the current implanted. My character reach "end game attributes" before I'm anywhere near the real end game. Personally, am I down 2/3 the values in most of the options, and that seems more balanced to me, and still rewarding from actually engaging in the combat, tactics, charming people etc. etc. then just hitting F6, or hitting the same dialogue each time.
    3. Durbatulukh
      Durbatulukh
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      @LMDother Thak you for good words:) As I said it motivates me to go on.
      5. I actually planned to add both options;)
      8. Maybe I'm missing something, but I don't see how it accountably differs from what we have now with my mod. Since with this option on ALL troops will have attributes bonuses lower for 2 points. So the difference will stay almost the same as it is now. The only reason to include it is a plan for creating Injuries mod.
      10. Talking about Injuries mod - I have no intention to force the player to sit waiting for heal. Your character will be fully playable, just less effective if you lost a battle or received huge damage.
    4. Durbatulukh
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      @RellomQ thanks for your support.
      5. It was intended to have both:) But do you think that it might be a problem if both are included?
      8. Yes, obviously it needs more testing:) But I don't have so many testers as TaleWorlds, so I'll add it as an option, hoping that you and others will provide me with feedback;)

      Regarding Injuries - yes it is planned as a separate mod that plays well with this one. The biggest issue with it is that it needs to save data in your savegame, so removing it will break your savegame files:(

      Regarding balance - you might be right, but different players want different experiences, especially in terms of challenge. So options are provided to provide an ability for fine-tuning mod effect on your gameplay. But I'm still looking for balance, even though I don't have too much time for testing and can rely only on my personal experience which might differ from somebody's else.
    5. RellomQ
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      You are welcome. I can only contribute to testing, my knowledge of modding and coding is rather non existing, so thanks for doing the heavy lifting.

      About 5. I'm guessing, that having the option to disable/enable both, is in the cards. So like you say, different players, want different things. Applying this school of thought to this as well, if you can make it so.
      8. I'm all for testing ... doing a lot of that, and this feature, is the one concerning me the most, but again ..different players/different things.

      Personally, am I not worried about breaking my saved games. I do a lot of testing before implanting new or updated mods into my "real" save. I got plenty of those mods already, and I must say, this injury idea, would work really well with other mods and can be expanded upon ... maybe even adding bandages to items both in and out of combat, dyeing from injuries later on if it was severe enough, could be funny, but I think that is a bit down the line, when we know how much trouble other modders got with dying main heroes in the current state, the game is in. But it could possibly be implant for companions/lords/soldiers and so on, a lot more easy. And that, is something that would be cool, and very realistic.

      What about field medics, using the current medic system and expanding on it ... if above x attribute in MED and INT, hero/companion/lord can rescue injured with x% possibility when in a radius of X. I mean, its all up to you and the other modders and the time you have, but the possibilities down the line, is not only awesome but also increasing with TW working on their engine and development.
    6. Ravoboa
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      Looks good so far. I wanted to address the configuration bloat you mentioned in another post. I haven't modded with MCM yet, but would it be possible to reduce that by using config files? The MCM could have 5 generic functions for each attribute. The configuration file lets you choose the effect function you apply to your own configured attribute. ex. Vigor.function1 = someid that corresponds to a function within the mod, lets anyone choose which effects they want.
      I would still prefer to customize my own attribute effects to my own liking without having to create an entirely new mod altogether. One framework to let people work with, what do you think about making Attributes Reloaded into some kind of framework for attribute effects?

      Another thing is compatibility with other mods, xp modifiers/renown modifiers might conflict if bannerlord tweaks patches them. Not sure if harmony lets you patch on top of patches or how that works. Maybe something like fastreflect could overcome that limitation if there is one.
    7. peppermaster
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      Ad. 9 Problem with Agent Smith attacks is that TW messed up WayOfTheSword/GreatAxe perks. Instead of AddFactor as in tooltip they used Add so to basic speed modifier of .93 they add .02 per level (more than 2%!!). Thats the issue. There are mods thats fix this
  2. richardorge
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    just a quick note that the game won't launch with your mod on 1.42
    1. Kimstar
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      Same problem - it crashes the game.
    2. beyondfubar
      beyondfubar
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      The mod this is based on appears to work for 1.4.2 good stop gap until this one is updated.
    3. belko94
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      Im just playing with this mod and more then 9mods. no crash. But everytime when theres update, dont forget to disable all mod then verify the game folder from steam. There will always be some missing file.
    4. fonv123
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      I'm on v1.4.2 and it works perfectly for me, which version of the mod do you have downloaded? And what does the crashlog say when your game crashes?

      It could be a load order issue or perhaps an incompatibility with a certain mod, what other mods do you have installed and where is Attributes Reloaded placed in your load order?
    5. beyondfubar
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      With this mod as the only mod it crashes before launch, so mod order isn't an issue. This is through vortex though so I'll try manual installation.
  3. Androme
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    Does this affect NPC's aswell? Sorry if this is answered elsewhere I couldn't find it in that case.
    1. bmthrooh
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      there's an option in the modlib screen to apply the setting to npcs, such as companions and lords
  4. belko94
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    Thank you so much for this mod man, i waited so many month to see a mod like that, your the best ! ENDORSED AND VOTED
  5. MrEdgarr
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    seems not working on 1.4.1.
    ticked just this mod and mcm
  6. Tacgnolsignol
    Tacgnolsignol
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    Hypothetically, how difficult would it be to increase the attribute cap? I had an idea for a more traditional progression model where you get an attribute point per level, and potentially more power but spread over a longer curve.
  7. hvora70
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    Hi. Thanks for your mod. It's a better implementation of the other mod so far.

    However, it still has the same issue of multiple text notices. Can't you solve that problem?
    1. Durbatulukh
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      Could you please clarify the issue you faced?
    2. hvora70
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      Sorry for the late reply, I have not been online regularly since the last few days.

      I get messages for the same thing, again and again. For example, INT is giving xxx bonus, three times together, or whichever one, and they show very very often every time at every few hours every day in-game time. They should show only once during switching to first person, maybe a battle or arena match, or whatever. Not every few in-game time hours.
    3. ignorance
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      you can turn those msgs off in the ingame interface menu if you have MCM installed, otherwise its in the xml config config folder in you bannerlord dir in user documents.
  8. Deathdrone2012
    Deathdrone2012
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    This mod no longer works with the new 1.4 hotix that just game just tested the newest version of this mod.
  9. DarkofFoveros
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    Hello, after i played for sometimes, i just knew,
    some lords is really overpowered, the swing speed is amazingly fast, there s noway i can beat them.
    i already make the mod doesnt apply to another lord and companion, but theres nothing change..
    Just want to know if the mod can causing it?

    i have mod :
    noble troop
    calradia at war
    separatism
    custom spawn
    experience multiplayer
    1. Vonbalt
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      This is a perk bug from the game itself that is making lords swings like lightsabers, Ophia's perk fixes mod corrects this for now untill taleworlds fix it themselves.
  10. ignorance
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    made a fresh install of 1.41b and added some mods, everything seems to work until i start new campaign then game ctd, when i remove attributes reloaded it work again, i have tried to move it around on the load order to see if that had any effect but so far without luck, only thing that seems to work is disabling it, everything seems to work ingame menu and settings all respond well, up until campaign start.
    Not sure what to do about it or why its happening, any advice on the matter would be appriciated
    i have also tried some of the older versions, so far 3 different versions but i will keep moving down on the list to see if some of the older versions should work.
    edit: have tried with all the 1.4xx versions of the mod cant launch campaign with any of them as it is, will try and disable each other mod i have induvidually to see if there is some conflict.
    edit: wont start up if i have health rebalance in the mods aswell, they dont seem to work togther. without health rebalance i can now launch new campaigns.
  11. 2817698074
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    ???????MOD????????
    ????????mod??
    ???modlib?MCC
    ?????????
    1. 2817698074
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      Hello, I crashed the game while loading mod.
      But I'm sure the crash has nothing to do with mod
      I use modlib 1.4 and MCC 3.14
      I make sure the loading order is correct
    2. 2817698074
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      I am not very good at English?I hope you understand