Mount & Blade II: Bannerlord

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SwordCoast247

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SwordCoast247

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171 comments

  1. MisuVP
    MisuVP
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    Wonderful mod. Just wondering, is there any slim chance that we get a version where the top tier troops are also bandits instead of becoming faction associated soldiers? Would be really nice with role-playing a bandit king.
    1. SwordCoast247
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      Yeah, I can upload a separate version where the top tier units remain as bandits. That was the way it was originally set up but due to the way distinguished service works, I made the change so it allowed you to have companions that were from the 6 main cultures. Otherwise, it would sometimes crash, bug out, or it would work but you could never make them governors due to their cultures still being listed as a bandit.
    2. MisuVP
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      That would be wonderful for a fourberie guy who has 0 leadership but 300 roguery.
    3. SwordCoast247
      SwordCoast247
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      Just an update that I am still going through with making the separate version, but right now I am in the process of adding more troops to the mod (taking a while because I had some hiccups).
  2. SwordCoast247
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    UPDATE:3/23/24

    Hello, fellow scoundrels, it's been a while - a year actually. I just wanted to let you know that this does work with the current version 1.2.9 of Bannerlord and still works with Fourberie by Spinozart (link: https://www.nexusmods.com/mountandblade2bannerlord/mods/2969). There are definitely a few things I need to fix (cough cough the two handed axes with a shield) but also more ideas I wanted some input on.
    Since it pairs well with Fourberie and with the new changes to the mod where you need to raise relations with bandit factions in order to mass recruit their faction specific units, I had the idea of making another (or two) troop tree for each faction (looters may be excluded due to them not having hideouts) as a  reward for raising your relations past +10. They will not spawn with regular bandit parties, requiring you to make peace with bandits to recruit them. I will do my best to make them lore-friendly/roleplaying but as for their themes, should it revolve around the idea that they are the upper echelon of the bandit hierarchy or moreso akin to your personal bodyguards? Or perhaps they are the few who realized their weaknesses and seek to fix them? Let me know if this sounds like a good addition to have!

    Current ideas include:
    Forest Bandits: Either a female and/or male archer line akin to Battanian fians with an added emphasis on two handed axes and heavier armor - possibly acquired from raiding Empire and Vlandian war parties and trade caravans through the wooded territories. OR perhaps a 2 handed polearm/axe cavalry line with the premise of adopting the use of cavalry and tactics to expand their control over the plains beyond the treeline? (As of right now, forest bandits do not have a cavalry line and possibly the one of the weakest armor values of the groups)
    Mountain Bandits: Male and/or Female medium skirmisher line specializing in javelins stolen from Southern caravans and two handed cutting polearms such as the voulge, billhook, and glaive. 
    Sea Raiders: Male and/or Female shock troops with two handed swords "acquired" from "friendly visits" to Battania and two handed axes - I definitely emphasized the use of round shields with their expanded troops trees, but there was a definite lack of shock infantry. This might change that and give you some options over Sturgian baseline troops. Or perhaps a pikeline to deal with the pesky Khuzait and Imperial charges?
    Desert Bandits: DID SOMEONE SAY CATAPHRACTS ON CAMELS? 
    Steppe Bandits: For the group of bandits hailing from the remnants of the Nachagan tribe, they experienced that there is a place for the bow on horseback from their Khuzait conquerors. However, they also learned the value of a good shieldwall and javelin from their exile into the Sturgian Tundra. Which would be more crucial to adopt?
    Looters: They do not get hideouts and honestly have the most variety already when it comes to their troop trees and the easiest to obtain of all the bandit types. I could add something but it may feel repetitive.
  3. DavidSin
    DavidSin
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    Work on 1.2.5b
    1. savetheforest
      savetheforest
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      v1.2.8?
    2. SwordCoast247
      SwordCoast247
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      It should work with the latest patch. Currently doing a campaign with it.
  4. strych9x1
    strych9x1
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    This my favorite mod for bannerlord. 
    Could someone for the love of God make it compatible with bannerkings and bannerkings cultures expanded? Running them all will always eventually cause a divide by zero crash. 
    Unfortunately, I can no longer play bannerlords without my favorite troop mod.. so bannerkings is out for me....
  5. avediss
    avediss
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    this isnt compatible it seems with eagle rising, caldera expanded, tournement mod sadly with the latest version
  6. joe9860
    joe9860
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    Works with Europe 1100
  7. strych9x1
    strych9x1
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    This mod has me grinding through the game creating large armies of bandit troops.
  8. Musti4434
    Musti4434
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    Oyunun ortasında eklesem sorun olur mu? yoksa yeni save mi ??
    1. SwordCoast247
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      I believe so. I know there might be some problems with removing it mid game if you have these units in your party or prisoners. It is always safer to start a new game though.
  9. skyrimlu
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    Thanks for updating.

    I am going to try it on 1.1.0.


    I like to have a lot of bandit/looters variety and I am using several other mods too that add women and children (it is just for variety as  killing children makes me a bit uneasy, but that's the price for a little reality).

    I have been trying to mod some bandit trees myself (nothing published yet) and nothing to do with what you created. It's a bit hardcore cause I am using renegades from the different cultures (so you may face tier 6 units when fighting these bandits early game) and it can go up to tier 7 after and only when you recruit them (profit). Still a lot of fun with a few extra mods that use mass destruction. As in your mod  the loot is wonderful.


    I see many people here talking about the difficulty due to the bandit parties numbers.
    To control a big "mess" of several mods with bandits, I have been using Kaoses tweaks, as it lets me tweak the bandit and other parties speeds and also their spawn numbers, that way my game can still be fun but other factions can still survive, even with a lot of looters/bandits running around all over the map. Ofc many get caught by the bandits so I also use mods that add extra clans to the different factions. So far it has played quite well on 1.1.0 with just a few crashes maybe due to my experimental mix of mods altering the same troop trees.

    Keep up the good work!
    1. fistingcthulu
      fistingcthulu
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      So are there any issues with 1.10 you've observed?
    2. skyrimlu
      skyrimlu
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      No issues fistingcthulu in 1.1.0. The mod is fine and it works mixed with other mods. Recommended.
    3. Musti4434
      Musti4434
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      does this mod work with Chaoses tweaks?? so when I increase the number of bandit with Kaoses tweaks, will the bandit numbers in this mod increase?? I will be glad if you answer. thanks.
  10. TORPAYKINDROVASILIYYS
    TORPAYKINDROVASILIYYS
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    There is a bug in the warrior "Old God Zealot". He has a bow with arrows and a TWO-HANDED AXE with a shield. I think he should have a one-handed weapon
    1. TORPAYKINDROVASILIYYS
      TORPAYKINDROVASILIYYS
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      There is a bug in the "Vixen"  and "Virago" warrior. A warrior uses a bow, and the game sees him as infantry