Mount & Blade II: Bannerlord
0 of 0

File information

Last updated

Original upload

Created by

mareus

Uploaded by

marksmang

Virus scan

Safe to use

375 comments

  1. UlasRapon
    UlasRapon
    • member
    • 100 posts
    • 0 kudos
    Mod works fine at 1.4.3, but at launch it's gives an error about unbalanced xp amounts. It gives 500k exp daily :D But no crashes
    1. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      Heh, I suppose it is better than crashing.

      Pretty weird though, so I'll try to see what's wrong. Thanks for bringing it up.
    2. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      I tested it a bit in 1.4.3, and while it isn't disabling Native xp gain anymore, it definitely shouldn't be giving that much xp unless some other mod is doing something. Is the 500k exp coming from this mod (i.e. does the daily training message show 500k xp), or is it coming from outside this mod somehow?

      For most people though, the native training seems to be at most 3 more xp per unit though, and should be safe to ignore until I can figure out how to disable it again.
  2. M33tBall
    M33tBall
    • member
    • 21 posts
    • 0 kudos
    So this mod is obsolete? Im currently playing on the regular 1.4 and still notice recruit spam constatnly.
    1. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      It worked fine on 1.4.2 (Edit: and 1.4.1) when I last tested it. You could try increasing the xp gain in the mod options menu if the defaults aren't enough.
  3. pballexpert
    pballexpert
    • premium
    • 5 posts
    • 1 kudos
    First of all, I love this mod. Nice work.

    I believe I have found a bug with this mod that causes your fief income to double every time you load the game within a given session. I discovered after save-scumming for a wife, my daily income was over a million denars, and it's not a visual bug with the income, it actually gives you that much. Exiting to the main menu doesn't help either, you have to close the game and re-open for the tax values to reset to their normal levels. It seems to be caused by the "Financial Solutions" option. Disabling that feature prevents the issue from occurring.

    I run with a number of other mods, but I tested with just Training Tweaks / MCM enabled and reproduced the issue. Maybe it's unique to my particular saves, but I thought I should report it.

    Thanks!
    1. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      Thanks for bringing this up.

      Yeah, looking at my code, it's almost certainly my fault. It seems that while debugging the latest version, I removed the code that undid those patches when exiting a game and then forgot to put it back in (oops). So those patches were being applied on top of one another.

      It shouldn't be hard, so I'll try to get a fix out today.
    2. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      All right, I uploaded a fix that's working for me. I had indeed forgotten to re-insert the code that removes the financial solutions patches when exiting a game, so the fix was simply adding that line of code back in.

      I feel silly now.

      And thanks for the thorough troubleshooting and reporting. It helps out a lot.
  4. Skyles
    Skyles
    • member
    • 43 posts
    • 0 kudos
    The hotfix from two days ago includes:

    - Fixed an issue with combat tips and raise the meek perks relating to a miscalculated passive XP gain.

    Discussions online are suggesting that they made basically the same changes this mod makes. Is that true? Is this mod redundant with the latest 1.4.2 hotfix?
    1. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      Huh, I hadn't actually checked until you brought it up, thanks. Just tried running e1.4.2, and it seems you and the others online are right. This mod's core functionality is now obsolete in the beta branch (about time the devs fixed this issue).

      I'll probably just adapt this mod into a tool for tweaking the native training values or something, then. I'll also check to make sure they did the same for garrison training.
    2. NecroVane
      NecroVane
      • member
      • 4 posts
      • 0 kudos
      The core functionality is now the same, however they are VERY weak compared to what this mod does. They don't scale with player level vs unit level, they don't scale with leadership skill level, and there is still no basic training to help get you to that 25 leadership. Basically, until they actually revamp the leadership tree into a real training tree, this mod is still a must unless you enjoy playing with tier 1 and 2 troops and spending hours fighting looters.
    3. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      Yeah, I'm planning to keep the base training, the level/leadership progression, and the financial multipliers. Those were added to address issues I had in earlier versions of this mod that native will now likely be having after all.

      What I'm debating now is whether I should try to work alongside native training, or completely override it... Maybe I'll just make it optional.
    4. geala
      geala
      • premium
      • 1,467 posts
      • 10 kudos
      I recently changed from 1.4.0 stable to 1.4.2 beta and play with fewer mods, f.e. without this mod because it crashed the game (read about the standalone version working, will try). Oh boy, is this game annoying without some mods. You only notice if you try it.

      The vanilla training is still pathetic. No way to reach level 25 (I started at 20) in Leadership till your grandson died, I presume. In the end I put me to 25 with the Character Export/Import mod without which I had abandoned the game since long. With Raise The Meek your xp gain is not even meek, but abusively low in my opinion, still. In addition I also play without Scum and Villainy or similar bandit mods now, and there are so few bandits around that I cannot imagine how to train an army on them alone.

      Anyway, first time grind on bandits is fun for me, to a certain degree. But I cannot imagine how sad and boring the later gameplay after bigger losses will be. Take a half year vacation from being a vassal, travel through the lands to lure youths away from their villages to the great and probable opportunity to get an arrow through the guts, then start hunting bandits again? And again? Great.

      Long story, short: please keep your mod updated.
    5. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      All right, I've updated this mod to just completely override native training now, and it seems to be working fine in e1.4.1 and e1.4.2.

      It doesn't seem like they fixed Training Field training for garrisons themselves yet... and the Native values for that were pitiful to begin with.

      Also, I finally finished adding localization support, yay!
  5. largomath2010
    largomath2010
    • member
    • 23 posts
    • 0 kudos
    Look like this mod crash on 1.4.2.
    1. NecroVane
      NecroVane
      • member
      • 4 posts
      • 0 kudos
      Yea, i'm crashing on 1.4.2 as well.

      Good thing 1.4.1 and 1.4.2 are not worth playing.
    2. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      Thanks for the heads-up. I'll take a look within the next day or so.

      Edit: Seems to be an issue with the old version of MCM I've been using. The Standalone version of this mod works fine on e1.4.2 for now. I'll try to update the version of MCM I'm using in the next few days.
    3. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      I've uploaded a new version for e1.4.2 that uses the latest version of MCM now, and it seems to be working. Let me know if any more issues pop up.
  6. DarksideRevan
    DarksideRevan
    • member
    • 74 posts
    • 1 kudos
    Which do I download if I still have e1.4.0 version?
    1. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      If you don't want to update to e1.4.1, you'll want to keep mod version 1.0.9h2. The latest version of the mod (1.1.0) won't work with pre-e1.4.1 versions due to some code changes in the game.
  7. jonb667
    jonb667
    • member
    • 9 posts
    • 0 kudos
    have you considered adding your efforts to the community patch? They have not had a chance to sort the raise the meek perk yet. Good work pal :)
    1. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      Thanks.

      I hadn't considered it, since in my mind, a community patch is meant to fix bugs that cause the game to not function the way the developers intended. I've had the impression that the devs intended for training to ignore stack size (as stupid as I think that is), so I've felt like this mod is more of a modification than a fix or patch. I suppose it's also perfectly possible that they initially envisioned it accounting for stack size, but then just coded it wrong and haven't gotten around to fixing it.

      I would love to contribute to the community patch if they want something like this, but I'm concerned that this mod deviates too far from Native gameplay and balance to belong there.
    2. jonb667
      jonb667
      • member
      • 9 posts
      • 0 kudos
      I raised the issue of 'raise the meek' on their github, and they flagged it as a bug that needs fixing, https://github.com/Tyler-IN/MnB2-Bannerlord-CommunityPatch/issues/314 so I presume theyd be up for help fixing it :)
    3. jonb667
      jonb667
      • member
      • 9 posts
      • 0 kudos
      I think they consider 'Combat Tips' to need a fix in the same way
    4. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      Huh, I'll start looking into it when I can section off some time then.
  8. UnderAchiever31
    UnderAchiever31
    • member
    • 9 posts
    • 0 kudos
    is there a way to choose the evolution path for troops in garrison?
    1. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      This mod doesn't do anything about that, unfortunately.

      I think the Improved Garrisons mod lets you do that though, but I haven't tried it and am not sure how well it works.
  9. burgledikon
    burgledikon
    • member
    • 84 posts
    • 1 kudos
    Hello,
    So I just want to use this for troops in garrisons to gain more exp.
    In vanilla, level 3 training fields give 3xp.
    If I raise this mod's garrison exp option to 20 and everything else to 0 (including leadership and all the other stuff), it will give troops 20*3=60xp per day multiplied by stack size in the garrison and won't touch anything else. Is this correct or setting multipliers to 0 disables xp gain altogether? Like multiplies vanilla by 0?

    Second question, if i set party multiplier to 0, assuming it won't disable xp gain, will it still fix raise the meek perk by multiplying vanilla xp by stack size? What should I do to multiply vanilla xp by stack size and not gain any extra xp? Will setting it to 1.0 work? Or what should I do?

    Sorry for the dumb questions.
    1. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      Your questions seem pretty reasonable to me. I should probably add some clarification about this kind of stuff on the mod's description page.

      Setting the garrison training multipliers to 20 would indeed result in 60xp per troop with a level 3 training field (as long as no other mod has modded training field xp amounts, like Bannerlord Tweaks).

      Setting any training multiplier to 0 would disable all this mod's effects on training for that group, including the multiplication by stack size. If you want party training by a hero with Raise The Meek to always give 30xp per troop, you could get that by setting the party training multiplier to 1.0 and setting the leadership factor and level factor to 0.
  10. brinkimkim
    brinkimkim
    • member
    • 41 posts
    • 0 kudos
    Hello! Was wondering if you were going to continue working on this mod? :C no longer compatible as we're on 1.3 stable 1.4 beta
    1. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      I've tested it, and it seems to work fine on 1.3. I'm waiting for an update to Mod Configuration Menu before I release a 1.3 version myself.

      Mod Configuration Menu doesn't seem to work well with the latest version of ModLib (1.3.4) installed though, so you'd have to use the Standalone version of this mod until Mod Configuration Menu gets an update if you want to keep the latest ModLib installed.
    2. jonb667
      jonb667
      • member
      • 9 posts
      • 0 kudos
      standalone works for me on 1.4 stable
    3. GetHackedShitWebsite
      GetHackedShitWebsite
      • member
      • 2 posts
      • 0 kudos
      Not working at all on 1.4.1 now
    4. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      Thanks. Seems they changed the name of a method in the beta 1.4.1 version. I've uploaded a Beta Standalone release that's working for me on the beta branch.
    5. BrennuNjal
      BrennuNjal
      • member
      • 2 posts
      • 0 kudos
      I downloaded and extracted the 1.4.1 beta standalone module, made sure the .dlls were unblocked, but it isn't showing up under the mod options (I have two "Mod Options" on the main screen due to MCM from another mod [I think] overriding Modlib for Bannerlord Tweaks). Any idea how to fix the situation?
    6. marksmang
      marksmang
      • supporter
      • 172 posts
      • 5 kudos
      Ah, sorry for the confusion. The 1.4.1 version I uploaded doesn't use the mod configuration menu, so it wouldn't show up in the in-game mod options menu. You'll have to use the config file to change the settings if you want to use this mod with the game's beta branch. Please let me know if training doesn't occur either, though.

      Config file location:
      ...\steamapps\common\Mount & Blade II Bannerlord\Modules\TrainingTweak\ModuleData\config.xml

      I'm probably going to keep only the stable branch mod version integrated with mod configuration menu, since it would be a bit too much of a hassle to maintain 4 separate versions, especially when MCM might not always be updated for beta branch.

      I'll add a clarification about it on the download page to help prevent future confusion.
    7. BrennuNjal
      BrennuNjal
      • member
      • 2 posts
      • 0 kudos
      Thank you, it worked! For those like me who are computer illiterate, you can right-click on the file and select "edit" to change the values.
    8. Fuwafuwakuma
      Fuwafuwakuma
      • member
      • 6 posts
      • 0 kudos
      I just want to say your efforts are much appreciated.