Mount & Blade II: Bannerlord
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Kidney

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KidneyK19

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30 comments

  1. BrendanatorX
    BrendanatorX
    • member
    • 8 kudos
    Does this work on 1.7.0?
    If not, could we get an update? I'd love to use this for my char <3
  2. flak509
    flak509
    • supporter
    • 0 kudos
    Thanks a lot pal. Fantastic mod
  3. algoul
    algoul
    • member
    • 0 kudos
    Bro, your rogue overhaul is light in total darknes, very solid work. Did you have plans to do a overhauls for other skills? Coz you do gud
  4. TumbleBee0722
    TumbleBee0722
    • member
    • 0 kudos
    Does this not work on the current beta?
  5. MarkVoided
    MarkVoided
    • supporter
    • 1 kudos
    love these perks!!! very fun lmao.
  6. scottschubr
    scottschubr
    • member
    • 0 kudos
    This is awesome, thanks for your work! I have been searching for and wide for a mod that fixes the Steward perks, as quite a few of them don't function at all. The existing mods that fix the perks are all out of date. I saw that you were considering taking on the Steward tree, please use your super mod skills to fix or improve the Steward perks! Be my hero!
  7. irulannaba
    irulannaba
    • supporter
    • 26 kudos
    I found minor issues, that this perk incompatible with saddle editor, If you have time can you please fix it? I do not really understand what went wrong but perhaps you can..

    Here is the debug from saddle editor
    Spoiler:  
    Show
    2020-09-15T12:17:12.1766252+07:00: On Game Start
    2020-09-15T12:17:20.6510031+07:00: ->OnGameLoaded
    2020-09-15T12:17:23.4607933+07:00: ->OnGameInitializationFinished
    2020-09-15T12:17:23.4667774+07:00: <-OnGameInitializationFinished
    2020-09-15T12:21:09.0498905+07:00: Initializing Party Tab
    2020-09-15T12:21:09.0808089+07:00: Initializing Inventory Tab
    2020-09-15T12:21:09.1470751+07:00: Initializing Troops Tab
    2020-09-15T12:21:09.1819816+07:00: Initializing NPC Tab
    2020-09-15T12:21:09.2268611+07:00: Initializing Attribute Tab
    2020-09-15T12:21:09.2351803+07:00: Initializing Perk Tab
    2020-09-15T12:21:09.2511366+07:00: System.NullReferenceException: Object reference not set to an instance of an object.
    at MBEditor.Tabs.HeroTab.TabHeroPerks.<>c.<UpdateList>b__13_0(PerkObject x)
    2020-09-15T12:21:09.2581192+07:00: Object reference not set to an instance of an object.
    1. KidneyK19
      KidneyK19
      • member
      • 2 kudos
      Nice find - thanks for the report
      InsertPerks touches inventory for the civilian equipment related perks so might be running into some data from the saddles it doesn't know how to handle.
      I'll let you know when there is a fix or if I cannot reproduce the crash and need more info from you
    2. irulannaba
      irulannaba
      • supporter
      • 26 kudos
      Thanks, man! you rocks!
      I'll be sure to help you in any way I can.
  8. Haethei
    Haethei
    • supporter
    • 1 kudos
    Pretty cool mod. I appreciate having a few perks that are more interesting than passive stats. Once the new roguery perks get added into the base game, I would encourage continuing your work making new perks and just make overhauled versions with interesting mechanics. You have good creativity
    1. KidneyK19
      KidneyK19
      • member
      • 2 kudos
      Thanks for your kind words
      If/when the new perks come in I'll keep this mod going until maintenance become too much :)
  9. Kapko996
    Kapko996
    • member
    • 0 kudos
    The mod adds a lot of nice perks. the problem is that they are often so imbalanced. Plus, I guess it is a bug, I am gaining a ton of loot, which may seem like a good thing until you kill 10 looters and get loot worth of nearly 10k. My clan patries are actually earning from 20k to 100k per day! Needless to say the balance is nowhere to speak of, so I at least enjoy a bit of overpowered character gameplay.
    Also, the mute battlefield is really annoying. I cannot hear any of my commands.
    1. KidneyK19
      KidneyK19
      • member
      • 2 kudos
      Lol oops - defintiely a bug. Loot calculation is convoluted and i must be multiplying different then the intended 10%
      I'll look at a fix for it, thanks.
      Also I have a fix for the voice/commands bug but I need to tidy up and do some testing before I update again.
    2. KidneyK19
      KidneyK19
      • member
      • 2 kudos
      Yep so the default perks use whole numbers (ie 10 for 10%) but then go and divide it by 100 else where in the code that I didn't see.
      So you will have been getting like 100 to 1000 times the loot depending on whether you had one or both relevant perks instead of 1.1X or 1.1*1.1X.

      I'll update as soon as possible.
      Thanks for taking the time to comment

      Were there other imbalances you thought worth mentioning?
    3. KidneyK19
      KidneyK19
      • member
      • 2 kudos
      Fixed in 1.03
  10. banderolax
    banderolax
    • member
    • 1 kudos
    Is this compatible with True Brigands?
    1. KidneyK19
      KidneyK19
      • member
      • 2 kudos
      I haven't had any issues with my limited play time.
      We both probably mess with bandit.xml so you probably want to load insert perks last so it gets final say on the bandits.xml so it can include the links on the tier 4 bandits to the tier 5 bandits that are part of my mod. Otherwise you won't be able to upgrade to the tier 5 bandits if you take Champion of Bandits at level 275 roguery. Which is pretty late game so up to you how much you care.

      Thematically there is a little bit of clash
      True Brigands is about make the bandits more irregular in your their equipment and such.
      Whereas my mod intends to make them a more serious choice for an alternate type of army if you take the relevant perks by making their salaries cheaper, unlocking tier 5 version and such. The combination just means your gonna end up with a very mismatched roster if you go the Bandit Leader perk route.
      So again, not a big deal but thought it was worth mentioning.

      Let me know if you do run into any other issues though