Hello, wanted to first thank you for this mod; the modifiers really bring a new flavor to the game and brings it closer to the nostalgia of Warband's modifiers.
With that said, I was hoping to address an issue I'm having where other mods that try to tweak/fix map party speeds are now being overridden by this mod even though they're further down in the mod order. Smithing mods are also succumbing to this. Bannerlord Tweaks is one mod imparticular that is being drastically affected by this mod in multiple ways despite me making sure it's loaded after Power Up.
I was hoping if you could have a branch of this mod that strictly just affects item modifiers/loot. Or if it is possible to remove/alter current files to make this possible on our end.
Perhaps include a configuration file to say what parts of the mod you want enabled (EX. affect_bandits="no" affect_loot="yes" include_item_modifers="yes" include_new_items="no")
By making a configuration file like suggested above; you won't have to go through the pains of creating separate versions of your mod (I.E. LootOnly version, BanditPartySizes version, etc.) and gives all the users the ability to choose what exactly they want from this wonderful mod while removing possible mod conflicts.
Would you consider making the "increased bandit party sizes" its own mod? I get sick of fighting groups of ~9 looters with veteran troops. The rest of the mod's cool, but I use other mods to achieve the same effects.
Perks you unlock with your clan level. Something like +X party size or -%Y troop wages. Maybe multiple choices for each column. Since we kinda already have perks for each level inside clan level(+ party size, companion size,workshop limit, etc.). Can you make it like skill perks(One handed, Archery, etc.). Perks for specific play styles. Like trade, war, diplo. Thank you for your attention :)
I would like to do things like that but I'm keeping this mod lightweight and using the only available areas i can adapt and change the modular code without having to overwrite/inject code and replace the main gamefiles. So I'll have to wait until later once the perk system itself is built to a more mod friendly standard.
Hey does your mod give the player additional health based off skills? if it is your mod is there a way to turn this on for companions and lords? would be nice for them to actually fight like nobles. ( I Have a few mods but none of them should be tweaking player health and none of them state it)
Simply selecting the perk "Ruler" whilst the steward perk fixes from the community patch are active causes the game to crash whenever you attempt to recruit a companion or enter the clan screen. Haven't posted this in the bug report section as I'm not sure if it is overly relevant towards this mod as it's a conflict with another mod but if anyone else is experiencing the same issue this is a possible cause. Sections from the error window to make certain: ?Source: PowerUp Object reference not set to an instance of an object. Source: No module No inner exception was thrown No inner exception was thrownOuter exception callstack: at Powerup.PowerUpClanTierModel.GetCompanionLimitForTier(Int32 clanTier)at TaleWorlds.CampaignSystem.Clan.get_CompanionLimit_Patch2(Clan this) at TaleWorlds.CampaignSystem.ViewModelCollection.ClanManagement.Categories.ClanMembersVM.RefreshMembersList() at TaleWorlds.CampaignSystem.ViewModelCollection.ClanManagement.Categories.ClanMembersVM..ctor(Action onRefresh) at TaleWorlds.CampaignSystem.ViewModelCollection.ClanManagement.ClanManagementVM..ctor(Action onClose, Action`1 openPartyAsManage, Action openBannerEditor) at SandBox.GauntletUI.GauntletClanScreen.TaleWorlds.Core.IGameStateListener.OnActivate() at TaleWorlds.Core.GameState.HandleActivate() at TaleWorlds.Core.GameStateManager.OnPushState(GameState gameState) at TaleWorlds.Core.GameStateManager.DoGameStateJobs() at TaleWorlds.Core.GameStateManager.PushState(GameState gameState, Int32 level) at SandBox.View.Map.MapScreen.OpenClanScreen() at SandBox.View.Map.MapScreen.TaleWorlds.CampaignSystem.IMapStateHandler.AfterWaitTick(Single dt) 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 TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch2(Module this, Single dt)
While the additional fix and tweaks are awesome it would be great if it supports custom troops. I already tried to copy and paste my custom troops and item into this mod(powerup_spcnpccharacter.xml,item into the spitem folder,item piece,and item template).
They gives crash on daily tick(after a day or 2), it would be great if we can customize these files for individual purposes, and This mod is the best there is that is keeping up to the latest update and some cool balance and tweaks too for Mount and Blade Bannerlord 2.
77 comments
i love this mod!!!!
With that said, I was hoping to address an issue I'm having where other mods that try to tweak/fix map party speeds are now being overridden by this mod even though they're further down in the mod order. Smithing mods are also succumbing to this. Bannerlord Tweaks is one mod imparticular that is being drastically affected by this mod in multiple ways despite me making sure it's loaded after Power Up.
I was hoping if you could have a branch of this mod that strictly just affects item modifiers/loot. Or if it is possible to remove/alter current files to make this possible on our end.
Perhaps include a configuration file to say what parts of the mod you want enabled (EX. affect_bandits="no" affect_loot="yes" include_item_modifers="yes" include_new_items="no")
By making a configuration file like suggested above; you won't have to go through the pains of creating separate versions of your mod (I.E. LootOnly version, BanditPartySizes version, etc.) and gives all the users the ability to choose what exactly they want from this wonderful mod while removing possible mod conflicts.
I'm not sure what you mean by "Clan perks", can you explain it a bit more and give an example.
I would like to do things like that but I'm keeping this mod lightweight and using the only available areas i can adapt and change the modular code without having to overwrite/inject code and replace the main gamefiles. So I'll have to wait until later once the perk system itself is built to a more mod friendly standard.
+20hp for every attribute point in Vigor
+10hp for every attribute point in Endurance
+5hp for every level gained.
Troops get the following:
+25hp for every tier.
(e.g. a recruit(T1) has 100hp, and a elite cataphract(T6) has 225hp
As pointed out, these bonuses do NOT apply to companions and nobles.
I will make sure the next version DOES apply the extra player bonus method to companions and nobles.
Really it's to make it so putting points into being a fighter build will make you tanky af.
Sections from the error window to make certain:
?Source: PowerUp Object reference not set to an instance of an object.
Source: No module No inner exception was thrown
No inner exception was thrownOuter exception callstack: at Powerup.PowerUpClanTierModel.GetCompanionLimitForTier(Int32 clanTier)at TaleWorlds.CampaignSystem.Clan.get_CompanionLimit_Patch2(Clan this)
at TaleWorlds.CampaignSystem.ViewModelCollection.ClanManagement.Categories.ClanMembersVM.RefreshMembersList()
at TaleWorlds.CampaignSystem.ViewModelCollection.ClanManagement.Categories.ClanMembersVM..ctor(Action onRefresh)
at TaleWorlds.CampaignSystem.ViewModelCollection.ClanManagement.ClanManagementVM..ctor(Action onClose, Action`1 openPartyAsManage, Action openBannerEditor)
at SandBox.GauntletUI.GauntletClanScreen.TaleWorlds.Core.IGameStateListener.OnActivate()
at TaleWorlds.Core.GameState.HandleActivate()
at TaleWorlds.Core.GameStateManager.OnPushState(GameState gameState)
at TaleWorlds.Core.GameStateManager.DoGameStateJobs()
at TaleWorlds.Core.GameStateManager.PushState(GameState gameState, Int32 level)
at SandBox.View.Map.MapScreen.OpenClanScreen()
at SandBox.View.Map.MapScreen.TaleWorlds.CampaignSystem.IMapStateHandler.AfterWaitTick(Single dt)
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 TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch2(Module this, Single dt)
They gives crash on daily tick(after a day or 2), it would be great if we can customize these files for individual purposes, and This mod is the best there is that is keeping up to the latest update and some cool balance and tweaks too for Mount and Blade Bannerlord 2.