Mount & Blade II: Bannerlord

File information

Last updated

Original upload

Created by

Adonnay

Uploaded by

Adonnay

Virus scan

Safe to use

130 comments

  1. Adonnay
    Adonnay
    • premium
    • 276 kudos
    Locked
    Sticky

    <===========================================================================================================>

    Latest Version: 1.0.5!

    Compatible with Bannerlord version 1.1.0
    NOT compatible with version 1.0.3 or older

    For older versions please refer to the "Old Files" section.

    <===========================================================================================================>

    !Mod is not longer actively supported!

    I may check back on the mod occasionally but I am not actively monitoring the comment section or bug reports.
  2. DNovS
    DNovS
    • member
    • 1 kudos
    In RBM patch mack must be face armor (if head armor = 140, then face armor ~=20) - is don't 0
  3. 7743ylt
    7743ylt
    • member
    • 0 kudos
    Hello, is there any way to have self-built units spawn only in castles and villages I own or in kingdoms I own?😔
  4. brinkimkim
    brinkimkim
    • member
    • 0 kudos
    I'm having issues with the CN units not spawning at all in my player clan settlements, and also none in Battanian settlements, and I'm playing as Vlandia. 

    Should I just try moving this towards the bottom of the load order to see if maybe that'll fix things? 
    Could something be interfering with also the spawn rate of ranged troops if I have CalradiaAtWar mod that changes troop trees too?

    Could RBM somehow block them from spawning ? 
  5. dociland
    dociland
    • member
    • 0 kudos
    thanks for your hard work love this mod. I have a question. Is it possible for me to recruit only chael nad'ra troops in every settlement even though i dont own them? 
  6. Varkom
    Varkom
    • member
    • 2 kudos
    Very cool work! I have a question. Can you tell me what mods can cause a shift in carrying long blades in units, I have them in the shoulder area? At least tell me the direction of the search. Can this be fixed by correcting the xml files. Thanks! 
    https://snipboard.io/qjMnGR.jpg
    1. Adonnay
      Adonnay
      • premium
      • 276 kudos
      The different holster types are configured in the templates file (ad_crafting_templates.xml). The attribute is called "item_holsters=...". Just check out the different possibilities by checking out the native crafting templates (...\Modules\Native\ModuleData\crafting_templates.xml).
  7. brinkimkim
    brinkimkim
    • member
    • 0 kudos
    Henlo I have four questions regarding the config files!

    So If I'm trying to make it so Battania spawns almost close to 1-2% chance of having the CN units, do I set this line here 

    <
    basicTroops
    volunteer id="chael_nadra_recruit_f" percent="2" playeronly="true" replacewith="battanian_volunteer" ></volunteer>
    volunteer id="chael_nadra_recruit_m" percent="2" playeronly="true" replacewith="battanian_volunteer" ></volunteer>
    /basicTroops>
    eliteTroops>
    volunteer id="chael_nadra_elite_f" percent="1" playeronly="true" replacewith="battanian_highborn_youth" ></volunteer>
    volunteer id="chael_nadra_elite_m" percent="1" playeronly="true" replacewith="battanian_highborn_youth" ></volunteer>


    Where it says "percent = '10'" to like something like 2? 

    And the second question
    What does setting the two elite troops Female and Male additive percentages below 100% do? 

    basicTroops
    volunteer id="chael_nadra_recruit_f" percent="10" ></volunteer>
    volunteer id="chael_nadra_recruit_m" percent="10" ></volunteer>
    /basicTroops>
    eliteTroops spawnChance="5" atPower="200" spawnChanceCap="10">
    volunteer id="chael_nadra_elite_f" percent="50" ></volunteer>
    volunteer id="chael_nadra_elite_m" percent="50" ></volunteer>



    How would ATC backfill if the percentage was less than 50? Or would it even work? Would it just spawn a Battanian Noble Youth instead? 

    And the third question
    I'm assuming Player_Clan = Settlements that you own and Player_Faction is when you're the king of a country? Or would it apply to the faction that you're apart of? Also do elite units spawn on a separate percentage

    And fourth question
    What does this code do? atPower="200"
    Thank you! Very new to modding so I'm just trying to fully understand

    Edit: Code isn't exactly being pasted properly for some reason so I took off code lines for Q 1<basicTroops>
    <volunteer id="chael_nadra_recruit_f" percent="10" ></volunteer>
    <volunteer id="chael_nadra_recruit_m" percent="10" ></volunteer>
    </basicTroops>
    <eliteTroops spawnChance="5" atPower="200" spawnChanceCap="10">
    <volunteer id="chael_nadra_elite_f" percent="50" ></volunteer>
    <volunteer id="chael_nadra_elite_m" percent="50" ></volunteer>
    1. Adonnay
      Adonnay
      • premium
      • 276 kudos
      1. Yes
      2. If you only configure let's say 50% custom troops the remaining 50% get filled with regular troops from the settlement's culture.
      3. The <Clan id="player_clan"> configuration applies to all settlements you as a player own. For this option it is enough if you are a vassal. The <MapFaction id="player_faction"> configuration requires you to have your own kingdom.
      4. Notables can have different power levels which is supposed to indicate their social status in a way. You can see their power when you mouse over them I think. The formula which decides whether a notable spawns an elite volunteer or a regular one takes this power into account and you can configure three variables to control that formula. You can set your desired spawn rate in percent and you can decide at which powerlevel this spawn rate is supposed to be met. So if you say you want a 10% spawn rate at 200 power a notable with exactly 200 power has a 10% to spawn an elite volunteer. Notables with lower power have less than 10% to spawn an elite volunteer. And because notables can have very high powerlevels I decided to add a cap so you can decide whether the highest this spawn rate can go is let's say 20% or whether you leave it uncapped with the possibility to reach a 100% spawn rate for elite troops.

      Keep in mind the elite spawn chance is dependant on the global setting "EliteOnlyInCastleVillages". If that is set to true (vanilla behavior) the whole elite spawn chance formula is NOT used.
    2. brinkimkim
      brinkimkim
      • member
      • 0 kudos
      Hi Adonnay, Thank you for responding! I'd like some clarification please, if you have the time. 

      With Question 2, I'm looking at these lines of code. 
      basicTroops>
      <volunteer id="chael_nadra_recruit_f" percent="50" />
      <volunteer id="chael_nadra_recruit_m" percent="50" />
      So this implies in general that I have a 50% chance of spawning CN recruit F, and a 50% chance of spawning CN Recruit M, correct? If I set it to like, say, 25% for both, that means there's a 50% chance of whatever culture the notables have that will spawn them, correct? 

      So with regards to Question 3, Does Clan_Id=Player_clan mean when I own a settlement, although I may be a vassal for a country, e.g. like Vlandia or Khuzait? And the Player_Faction is for when I am the King/Queen of an Empire? How do the % chance spawn work in that case, if I , for example, have decided to go Vlandian? Does that mean the Vlandian Empire (as well as yours) have a % Chance spawn for CN units? 

      And with Regards to Question 4, Where is the EliteOnlyInCastleVillage global setting? If it's default true, does t hat mean elite spawns are only guaranteed for castle villages? 

      And a new question: the Percent chance spawn is for each notable? What if I made them switch culture (Like Sturgian to Vlandian?) Do you know when it will kick in? 

      Thank you!
    3. Adonnay
      Adonnay
      • premium
      • 276 kudos
      So this implies in general that I have a 50% chance of spawning CN recruit F, and a 50% chance of spawning CN Recruit M, correct? If I set it to like, say, 25% for both, that means there's a 50% chance of whatever culture the notables have that will spawn them, correct?
      Yes, correct.

      So with regards to Question 3, Does Clan_Id=Player_clan mean when I own a settlement, although I may be a vassal for a country, e.g. like Vlandiaor Khuzait?
      Yes.

      And the Player_Faction is for when I am the King/Queen of an Empire? How do the % chance spawn work in that case, if I , for example, have decided to go Vlandian? Does that mean the Vlandian Empire (as well as yours) have a % Chance spawn for CN units?
      What do you mean on "go Vlandian"? You created your own kingdom and chose Vlandia as your culture? Then yes, all of your settlements will spawn CN units wih the given percentage and the rest will spawn culture troops from Vlandia. The NPC faction Vlandia will NOT spawn CN troops with the "player_faction" configuration because your own faction and Vlandia are two separate factions even though you share the same culture.

      And with Regards to Question 4, Where is the EliteOnlyInCastleVillage global setting? If it's default true, does t hat mean elite spawns are only guaranteed for castle villages?
      It's in the ATC.settings.xml that comes with ATC. Check the ATC pinned posts for it's locations and settings.

      And a new question: the Percent chance spawn is for each notable? What if I made them switch culture (Like Sturgian to Vlandian?) Do you know when it will kick in?
      I don't know how you "make them switch culture". Is that another mod?
    4. brinkimkim
      brinkimkim
      • member
      • 0 kudos
      I mean "Go Vlandians" as in having your culture switch to/start as Vlandians. But yes, thank you for that clarification! 

      Yes I think I'm using Banner Kings that causes settlements to auto convert to the culture you have set for yourself? 

      I'm kind of running into an issue where no CN units are spawning in any of my villages or towns. Do you know what kind of code may be causing interference, because I have a lot of mods :C 
  8. AlbionDaz
    AlbionDaz
    • supporter
    • 0 kudos
    Hello thank you for this great mod,I am having so much fun being a cliche leader of these troops.
    Have a question though,I am getting several orders each town,for Chael nadra weapons,but sadly don't have any recipes for them,I checked the unlocked parts,there is none listed in any categories.So it doesn't show I can get them from smelting either ?
    1. Adonnay
      Adonnay
      • premium
      • 276 kudos
      Yes, unfortunately there is nothing I can do about those crafting orders.

      Smelting weapons should unlock the crafting parts but it's a very slow process with lots of RNG.
    2. AlbionDaz
      AlbionDaz
      • supporter
      • 0 kudos
      Thought as much,thank you again :)
  9. TheDailyXPerience
    TheDailyXPerience
    • premium
    • 25 kudos
    -Taking over village. All troops to recruit are cha nadral now.
    1. Adonnay
      Adonnay
      • premium
      • 276 kudos
      Is that a question? A statement? A complaint?

      That's exactly what the description page says.
    2. TheDailyXPerience
      TheDailyXPerience
      • premium
      • 25 kudos
      Lol. My bad. How do I make it in player owned settlements to spawn alongside regular units?
    3. Adonnay
      Adonnay
      • premium
      • 276 kudos
      Ah... go into the mod's "Config" folder (Mount & Blade II Bannerlord\Modules\ATC - Chael Nadra - LIGHT\Config\) and open the file "ChaelNadra_ATC.modconfig.xml" with some text editor (i.e. Notepad++) and change out the percentages to what you would like. Stay below 100% and ATC will fill up the rest with regular units.
    4. TheDailyXPerience
      TheDailyXPerience
      • premium
      • 25 kudos
      Thanks for the reply.
  10. tesmsr
    tesmsr
    • member
    • 0 kudos
    Been a long time fan of your weapons set, ever since TES:Oblivion. Beautiful design, high quality modding work as always.

    THANK YOU
    1. Adonnay
      Adonnay
      • premium
      • 276 kudos
      Thanks, appreciate it :)
  11. spidermonkey2
    spidermonkey2
    • member
    • 0 kudos
    Hi,
    its really a nice mod. but give it the option to reduce the 100% spawnrate in the own towns/settlements ?
    1. Adonnay
      Adonnay
      • premium
      • 276 kudos
      You can easily edit the xml file containing the percentage values. It's in the /Config subfolder of the mod and is called ChaelNadra_ATC.modconfig.xml.

      <volunteer id="chael_nadra_recruit_f" percent="50" />
      <volunteer id="chael_nadra_recruit_m" percent="50" />

      If you reduce those values the rest of the percentages will be filled up with regular troops. So if you make them 10% each, you have a 20% chance of CN troops (10% male + 10% female) and 80% regular troops.