Mount & Blade II: Bannerlord

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1112 comments

  1. gnivler
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    This section is not for bug reports.  Large bug reports posted in comments will be removed.
    Please use Bugs for that purpose. 
    Include the HTML file, screenshots aren't enough.
  2. gnivler
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    Endorsements mean a lot!  Click here to support my work on Patreon!
  3. gnivler
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    3.7.0 is the Pillage the Village feature introduction, shout out to Grisch :)

    This (configurable) feature causes BM to raid villages.

    All BMs have a memory of each hero they encounter.  When a BM witnesses another BM be destroyed, it gains Avoidance to that hero - yourself, or NPCs.  In the future if a BM is considering attacking something owned by a hero they know about, they have a chance to ignore it instead, looking for a softer target.

    On a regular basis, BMs which are in moderate range of each other will communicate their knowledge of heroes and how much to avoid them and adjust their own avoidance accordingly.

    If you beat on BMs in an area, they're likely to stop attacking your s***!  Caravans, villagers, villages, companion parties.

    The avoidance will decay slowly so you will need to keep beating them back too.

    NOTE:  You have to delete the old folder name \Bandit Militias\ and unpack this zip which is without the space now, \BanditMiltias\.  It had Reasons.

    Also don't forget to hit ctrl-alt-N once to clear the BMs after updating, or you'll crash with this update due to Avoidance being added.
  4. kalineh
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    A couple hours playthrough on the newest version:

    - definitely lots more bandits around, good merging and upgrading
    - pathfinding issue seems resolved, bandits are everywhere around
    - bandits seem to not engage combat ever?
    - ai lords seem to rarely engage bandits too

    The bandit squads are nice mixes of units now, easy to find, good stuff!
    1. gnivler
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      Right on, thanks for the feedback.  Those are significant problems... I will work on it.  Strangely the only AI changes I made are to bandit parties.
    2. gnivler
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      Found the issue... ONE character out of place.  }
    3. Chintanse
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      Hi, great mod! Is the fix now available?
    4. gnivler
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      Probably a couple hours (there is more).
    5. Chintanse
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      I noticed the same thing, bandit gangs pillage and move around, however they dont attack nearby enemies, moreover other powerful AI lords do not attack them.
    6. kalineh
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      3.7.3 improves the ai engaging bandits, got into lots more fights, good times
  5. CallmeDovah
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    oii, nice mod! quick response after bug report! problem fixd! please go on with your work!

    ah btw Is it possible to add the option that you can buy bandits to follow you in sieges or other things? only for higher price and 2 days only and they steal some of your stuff like "company of trouble" quest group?

    greez
    1. gnivler
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      Noted idea, thanks - and for the support.
  6. CMU
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    Hey - just noting that my game can't boot with 3.7.1 but it was fine with 3.70. The mod file's name changed - no space between the words. I did make sure I wasn't trying to run "both" versions at the same time. 
    1. CMU
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      Could be another bad zip file?
    2. gnivler
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      Hmm... can't boot.  It's not a bad zip I don't think.  Any chance you could launch the game using https://github.com/dnSpy/dnSpy/releases/download/v6.1.8/dnSpy-net-win64.zip?

      It has a big green Start button at the top.  Point it at the launcher, and when the the game crashes on boot it should have an "exception" and hopefully stack trace.  Need as much detail from that as possible.

      What game version are you on?

      I'm going to upload a fresh copy of 3.7.1 for 1.7.2 JIC.  I think it compiled wrong.  This new build process, sorry.
  7. Paniskio
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    Still ain't it chief.
    Currently on 1.7.1.310948 and it seems it doesn't like the new version.
    1. gnivler
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      Bah, weird.  It's even built on a BUTR template.  You can override that though and still load the mod, right?
    2. Paniskio
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      Nope. It crashes before even getting to main menu.
      ONLY disabling this mod, allows it to go to the main menu.
    3. gnivler
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      I'll have a 3.7.1 out shortly.
    4. Paniskio
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      It seems to work fine now. Thanks for the VERY FAST response.
  8. dakillx0989
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    Am enjoying the mod so far was just wondering is there any way to disable the banner pop ups ( the ones that say a village is being raided and the like ).  I may just be blind and not seeing the option. Its just seems to constantly appear even so much that I have had it still providing different pop into a battle ! 
    1. gnivler
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      I'll add that in .1, needs a couple options but I wanted to get this much out the door.  Thanks for the support.

      It's actually not even supposed to report the raid unless it's against your stuff, so I broke that along the way.  I'll be able to get a polish update out soon.
    2. dakillx0989
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      Great Thank you ! Yeah I didn't think it was supposed to be like that. Cant wait for the Update !
  9. Dimonte
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    Thanks for the fun mod!

    I'm getting a lot of stuck militias on 3.6.1 (for 1.7.1 base game). Sometimes whole groups of them galloping into the mountains.



    My save is available here - https://www.dropbox.com/s/9xmkvcye7qu9rcs/save012.sav

    The other mods installed apart from harmony etc are: 
    - Calradia at War
    - Hideout Party Unlimited
    - Raise your Banner/Torch
    - Formation sorter
    1. gnivler
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      Thanks for the post.

      I've got them cooperating a lot better now, but I'm still trying to improve it further and then I'll have a substantial 3.7.0 update hopefully today!  Just have to knock down this one problem...
  10. VictoriousLoL1994
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    Welp, this mod has been giving me nothing but problems. Crashed a ton ingame, submitted a bug report, it got fixed, and now I'm crashing before the game even loads fully with just Harmony and Bandit Militia. Was able to load 50 other mods together, but not BM+Harmony.
    1. gnivler
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      Weird.  Post a crash report to Bugs and I'll help.

      Also make sure you're using the right version. 1.7.2 is much different.
    2. Lufian
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      50 mods :O
  11. perelik
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    I dont get it. I am with 1.7.1 Bannerlord , yes I do have other mods like Kaesos, NPC Revamp, DCC, Realm of Thrones etc. but of course I disable the most mods when playing more vanilla style. So all I left active was Harmony, butterlib, MCM and UIextend and this mod at the bottom. But the moment I start the game and leave the camp and the time starts (when you move) and the world starts populating  it is crashing. PS: Yes I download the latest file for 1.7.1 not for 1.7.2
    1. gnivler
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      I've seen 2 cases where doing a nuke => save new game => load has fixed these really f***ed up crashes.
    2. perelik
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      Strange is, I started new game without this mod, and activated it later, and there is no problem so far, bandit militias are forming everything works. But starting brand new game with this mod insta crash on first move.
    3. YacobusYack
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      I kinda fixed a similar issue just now. My game would stutter randomly during a playthrough and crash within seconds unless I pause. Turns out, when I ctrl+alt+n the situation, the problem dissapears. When 1 save begins to stutter, they all do. This is not a permanent fix, but atleast I now have some idea of what's happening.
    4. gnivler
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      This sounds related to the number of parties, if stuttering occurs and ceases with a clear.  BM only adds about 10% to the world party count, though.  Do you have a lot of mods?  I can profile (speed test) your savegame to rule out BM and find what is slow.
  12. Alberto80
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    Thanks for this mod). After the last update, the flags of groups stopped showing on the map when they reach a certain number (I have 100 in my settings). I have also seen several BM groups that have run into the mountains and are just running on the spot. Two groups of 75 and 50 people were in this position at all and did not unite, but simply ran uphill. Also, BM units have a speed on the global map that does not exceed 3.2 more often when there are more than 50 of them, they generally move at a speed of 1.2 or 1. I don't want to mislead because in my company there are such mods as Calradia at War (Custom Spawns), LootersPlus, while all units except BM have normal speed. Before version 3.5.3, this did not happen, flags were displayed and the speed on the map of the BM soap groups was good (yes, 3.5.3 crashed, but I saw your error message about this version) the latest version of the mod for e1.7.1.3 games was installed. I'm sorry if something is unclear, I translated through a translator.
    1. gnivler
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      I've got the stuck parties moving again with 3.5.5, thanks for mentioning.

      I will check into the party speeds for next release. I wanted to get out these two fixes.  They aren't supposed to move that slowly, the intention is a bit slower than a regular lord party.
  13. gnivler
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    Posted a bad release, 3.5.3 had a glaring bug.  It's been quickly replaced by 3.5.4