Mount & Blade II: Bannerlord
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Marek15

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MMMZ

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502 comments

  1. Ud1e1st
    Ud1e1st
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    It immediately crashes to desktop when starting the game on V.1.2.9. Which sucks because I love this mod
    
    1. elnegrodotcom
      elnegrodotcom
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      Ty!
  2. brayan60600
    brayan60600
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    HEAT DEATH OF THE UNIVERSE HAHAHAHHHAH
  3. bonehead1st
    bonehead1st
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    I keep getting an error message saying it cant load the Leveling_Rebalance.dll
  4. gameboytj
    gameboytj
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    • 6 kudos
    Does this work for 1.1.6?
    1. isj1228
      isj1228
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      it work to me at 1.1.6
  5. mihail1992dashkevih
    mihail1992dashkevih
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    Обновите плюс версию с пониженными ценами до 1.2.8 
  6. miketravis
    miketravis
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    Please make the level cap configurable. What's wrong with the vanilla 330 cap?
  7. Petomatick
    Petomatick
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    • 1 kudos
    Sad to see one of my must-have-mods not updated to 1.2.8, so I had a look at the permissions tab
    
    Modification permission
    You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me

    So while we wait for an original update, I butchered the current version until it worked, basically boot the game, see which patch fails, remove it.
    Thank you Marek15 for supplying the source code in the download :)

    So here it is.
  8. Jabadabadoe
    Jabadabadoe
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          Exception information
    <br/>
    Type: HarmonyLib.HarmonyException
    </br>
    Message: Patching exception in method null
    </br>
    Source: 0Harmony
    </br>
    CallStack:
    </br>
    <ol>
    <li>   at void HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original)</li>
    <li>   at List<MethodInfo> HarmonyLib.PatchClassProcessor.Patch()</li>
    <li>   at void
    HarmonyLib.CollectionExtensions.Do<T>(IEnumerable<T>
    sequence, Action<T> action)</li>
    <li>   at void Leveling_Rebalance.Leveling_Rebalance_SubModule.OnSubModuleLoad()</li>
    <li>   at void TaleWorlds.MountAndBlade.Module.InitializeSubModules_Patch1(Module this)</li>
    <li>   at void TaleWorlds.MountAndBlade.Module.LoadSubModules_Patch1(Module this)</li>
    <li>   at void TaleWorlds.MountAndBlade.Module.Initialize()</li>
    <li>   at void ManagedCallbacks.CoreCallbacksGenerated.Module_Initialize_Patch1(int thisPointer)</li>
    </ol>
    <br/>
    <br/>
    Inner Exception information
    <br/>
    Type: System.ArgumentException
    </br>
    Message: Undefined target method for patch method static System.Boolean
    Leveling_Rebalance.Patchb__50_0::Prefix(TaleWorlds.CampaignSystem.CharacterDevelopment.HeroDeveloper&
    __instance, System.Single& __result, TaleWorlds.Core.SkillObject s)
    </br>
    Source: 0Harmony
    </br>
    CallStack:
    </br>
    <ol>
    <li>   at List<MethodInfo>
    HarmonyLib.PatchClassProcessor.PatchWithAttributes(ref MethodBase
    lastOriginal)</li>
    <li>   at List<MethodInfo> HarmonyLib.PatchClassProcessor.Patch()</li>
    </ol>
  9. MonkeyyNinja
    MonkeyyNinja
    • supporter
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    Loved this mod on my last playthrough, but unfortunately it doesn't work on the new beta builds. Any chance of getting an update? Thanks!

    EDIT: Figured out the problem; 1.2.x changed the way smithing perks are rolled on crafting; "GetModifierTierForSmithedWeapon" no longer exists and what it used to do is handled completely differently. I deleted the type "PatchGetModifierTierForSmithedWeapon" and the associated modification to "InitializeAll" (type "PatchInitializeAll"), and so far it seems to be working fine. Haven't play-tested much but I can at least load into my campaign now. For anyone wanting to do that yourself, just install the mod normally, open up its dll in dnSpy which you can get on GitHub, and delete those two types.

    Edit2: PatchGetTownOrderDifficulty is also broken and needs to be removed/fixed
    1. imkzie23
      imkzie23
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      can you share it though?
    2. EalVore
      EalVore
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      • 0 kudos
      please share the fix
    3. Zer0Ph0enix
      Zer0Ph0enix
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      • 2 kudos
      The fix is not working for 1.2.8, I guess TW changed some other things as well
  10. RusskyGoKu
    RusskyGoKu
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    I think its fucked up to call it leveling rebalance while you change the market prices in it. I just realized that my last playthrough was useless because essentially your mod broke all the game for me. OSA items and banner kings balances are messed up if you use this mod.
    I don't think it is fair the way you name it.
    1. Zer0Ph0enix
      Zer0Ph0enix
      • member
      • 2 kudos
      I think it is fucked up to not read the description, download the wrong version of the mod and then blame the modder for it
    2. RusskyGoKu
      RusskyGoKu
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      So my comment flew over your head, can't you see everyone complaining it doesn't work with RBM or OSA or banner kings?

      A mod named "Leveling Rebalance" with an image that shows that too. With a description: "Rebalances the leveling system to make the leveling rate more consistent compared to vanilla. Now you can actually reach skill level 300 before the heat death of the universe.".

      Having this mod-modifying economy is fucked up, as I said, and I say it again. This is deceiving players. The mod is good and the idea is great, but the "plus" version needs to be a separate mod and not combined with this one.
      @Zer0Ph0enix You need to accept criticism, as it improves the mods. Especially when it is not your mod, it is best to stay silent.
    3. Ijustneedfarm
      Ijustneedfarm
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      I don't agree @RusskyGoKu. I can feel your angry for your gameplay being ruined, but you can't only blame the author since you didn't read the description well. I do agree that "Plus" is confusing, but you take 80% responsibility. YOU THE MODDER. NO ONE REQUIRED YOU TO MOD.

      And, this mod is really good, something I desire actually. 
    4. RusskyGoKu
      RusskyGoKu
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      Okay, I understand your approach. I do appreciate the mod and the modder. He modded a very important issue that the vanilla lacks. You are free to mod the game however you want. At the end of the day this doesn't hide the fact that your mod is a gaming product. You can create a good or a bad product; it all depends on what your goal is.

      This mod, "Leveling Rebalance" is a good mod. However, adding two mods and ideas inside one mod is not a good approach, and it can be deceiving, which it was in my case.

      Showcasing your mod is important in that sense. The first thing I view about a new mod is the title and images attached. Then I read the title of the mod, which explains briefly what the mod does. Then after that, I go to the file to see the file size and requirements of the mod.
      As a modder you need to understand that this is what most people do. Titles, images, file size, and mod headlines are all what represent your mod.

      The main problem, even if you read that it impacts the economy and then add this mod to a large mod-list. You will forget what this mod does especially if you are creating a big mod list. In my playlist when i had the problem, i went through every mod that modifies the economy of the game to find out the problem that was interfering with Open source armory, RBM and banner kings. I ended up disabling the RBM patches in my last playthrough, which made the game very bad but playable. Also, this mod shut downs the economy added and defined by banner kings.

      This is a problem, and it must be fixed no matter what. Leveling Rebalance is a good mod, which should stay as its title. It is up to the modder to go and create another economy mod too.

      If you are a modder, I view you as a game developer and give you the same respect. But it is also your responsibility to achieve player satisfaction through ethical development.

      This mod in its current state is deceiving and it must be split in two or the economy part removed. Thanks for reading.
    5. Zer0Ph0enix
      Zer0Ph0enix
      • member
      • 2 kudos
      I don't see how the mod is worth criticizing when there are literally two different versions, one with the base features you want and the other with extra features that you don't want for you to choose from, and with detailed descriptions written as well.

      List of changes for both versions:

      • The sp required to level up a character now increases linearly instead of exponentially: 2000 x character level.
      • The xp required to level up a skill now increases linearly instead of exponentially: 30 x skill level.
      • Learning limit is based on focus points exclusively: 50 + (50 x focus points).
      • Learning rate is split evenly between attribute and focus points: focus points + (attribute points / 2).
      • The learning rate remains static as you level up instead of decreasing.
      • Earn an attribute point every 2 levels instead of 4.
      • Learning rate is set to 0 when over the learning limit.
      • Skills are hardcapped at 300.
      • Companions earn 3x xp in simulated battles. In real battles companions earn 2x xp with ranged weapons and 4x with melee weapons.
      • Tweaked the xp rewards of many actions to so they do not level up too slowly or too quickly.

      List of changes for the Plus versions:

      • Altered to equipment value formula to make high tier items reasonably priced while cheaper items remain almost the same. Up to a 95% price reduction for the most expensive items, no more 100k javelins or 500k armor.
      • Changed research points required to unlock new components from a exponential formula to a static value. (each time you craft or smelt something you gain hidden research points based on the item value of what was crafted or smelted)
      • Changed character movement speed formula. Increased the bonus from athletics (+50% at 300 skill) but greatly increased the penalty from equip burden (-50% at 60 weight).

      As I said, and I say it again, it is fucked up to not read the description, download the wrong version of the mod and then blame the modder for it.