Mount & Blade II: Bannerlord
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Reykander

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Reikander

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About this mod

Overhaul that adds some new features to the base game, allowing for new looting features (keeping items that were picked up, losing items dropped, and if the player was injured, the possibility of losing weapons and degradation of equipped armor) and new town functionality that allows the player to talk to npcs to improve certain items.

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Overhaul that adds some new features to the base game, allowing for new looting features (keeping items that were picked up, losing items dropped, and if the player was injured, the possibility of losing weapons and degradation of equipped armor) and new town functionality that allows the player to talk to npcs to improve certain items.

The mod is a set of modules that add new features to the base game, allowing users to get the functions that interest them with the aim of improving the experience of the players in the early and late states of the game.


BattleGear:
This module overhauls the way players face battles in the game as in the base game once the player was able to get high level gear, the feeling of developing the character was lost as there was little or no need to change them, turning the looting feature in just one way to get more income for the party.

The way this module fix those problems is introducing new chances to lose player equiped gear once entering the battle forcing the player to keep getting new equipment to replace the ones that were lost and as this is a huge impact on the available gear for the player (no one wants to lose those T6 items and never be able to find another one) because of this a new looting functionality was added allowing the player to keep the gear that was picked up in battle.

This makes the early stages of the game easier, as if you were lucky you might find some high level units (with their juicy equipment) and loot some high level equipment, on the other hand, in the later stages of the game, the possibility of fighting in small skirmishes is much lower and getting wounded in battle is much easier in those 2000 man battles wich allows to lose the gear more often forcing the player to be more conservative or constantly be on the lookout for new gear.

All the functionalities and possibilities of each event are fully customizable using MCM allowing the player to create a custom way to play.

The Artisans:
The base game item modifiers stuff was just one huge elaborated lottery that tried to expand the loot feature making it almost infuriating to just be able to get downgraded items and being forced to keep checking city merchants for small chances of finding the same gear that you were able to loot in battles but with better stats, in exchange for a lot of gold, and just sell the stuff u looted.

To expand that feature this module introduces some new town events that allow the players to interact with new npcs "The Artisans" that allow the player to remove any of those modifiers from the items leaving them as the base version of the items for a small fee allowing for some new roleplay features (Adventurers visiting the smith and requesting his gear to be fixed, traders that fix items to sell them for profit, etc...).

As the previous functionality allowed to restore elements to the default state, a new feature was added that allowed updating those elements following a tiered upgrade system to more powerful versions, introducing a new way of interacting with element modifiers expanding the base functionality.

This module also tweak with the loot pool settings from the base game by introducing a small layer of realism that allows looting "enhanced versions" of items because npcs should be able to make a request to artisans and upgrade their items (shouldn't they).

This module allows the player to adjust the prices of the items within the barter menus, this is possible by including 12 new modifiers whose sole purpose is to change the value of the item to a fraction of its real price, this can be customized by modifying the file ModuleData/TheArtisansItemModifier.xml and changing the associated value of the "price_factor" property (this property multiply the base price for the set value allowing to decrease or raise the affected items value), the file includes comments to make it easier to understand even if you are new to bannerlord configuration files.


Localization:
The different modules have a fully implemented localization system for those who want to develop translations for their native language, but since I have no experience with this, I may have made mistakes at some point and will be glad to lend a hand.