Mount & Blade II: Bannerlord
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Kor_Wind

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windiest7

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  1. windiest7
    windiest7
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    Starting from mod version 1.2.85, the following applies:
    and mod Version 1.2.82 and 1.2.83 have some bugs, so if you have already downloaded it, please change it to 1.2.85 ~ 1.2.892

    [1] Escape probability
    Lords that lose AI vs AI battles now have the possibility of immediately escaping captivity.
    This system was referenced in Warband.
    I think it is wrong that if lord lose a battle, lord cannot retreat and are 100% taken prisoner.
    So, even if the execution probability was slightly increased, a serious snowball occurred.

    The probability of immediate escape is as follows (Fixed mod version 1.2.87)
    - Faction Leader or Special Hero : 50%
    - Clan Leader : 25%
    - ETC : 15%
    - If Lord has valor trait : +10%
    - if Captor Lord is Special Hero : - 10-20%

    # Escape probability does not apply to player characters.

    [2] Special Hero (
    Special Hero have different odds of disposing of prisoners
    For example, Mongchug and Caladog has a very high execution frequency.

    Special Hero List (16)
    - Monchug
    - Caladog
    - Mengus
    - Aeron
    - Hurunag
    - Raganvad
    - Garios
    - Rhagaea
    - Calatild
    - Ira
    - Nadea
    - Mesui
    - Corein
    - Ladogual
    - Liena
    - Svana
  2. windiest7
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    1.0.2 Update Release

    Add Config File for Execution Rate 

    User can open [comfig.xml] file and set a value between 1~10

    low number is low execution rate
    high number is high execution rate

    user can set 2 factor
    1. execution rate factor
    2. execution relation factor

    defalut is 5 and i recommend this value.

    min number and max numner is fixed

    ex ) input 50 -> final is 10 
    ex ) input 0 -> final is 1
     
  3. windiest7
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    v1.2.7 Update Release

    Support Official GameVersion 1.2.7
  4. GeorgeCorbul
    GeorgeCorbul
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    Does it conflict with Execution Relation Remover?
  5. mrchallenge
    mrchallenge
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    One suggestion. When you execute someone you should have a slight relationship gain with his enemies.
    1. merculS36
      merculS36
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      +1
    2. GeorgeCorbul
      GeorgeCorbul
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      +1
  6. JulioClaudian
    JulioClaudian
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    Is there no way to disable the notification you get when someone is executed?
    1. windiest7
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      I think the death of a hero is such an important event that it should be notified.
      There are currently no plans.
    2. ahm1600
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      Sure, but in combination with other mods that add a lot of NPCs, you get 5 notification a minute.
      Your mod does lords work and I would love to use it. It would be perfect if we could tweak the notifications. Maybe minor heros with no land shouldnt cause a notification, or an option to remove the notifications all together?
    3. JulioClaudian
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      Yeah, like Banner Kings allows the AI to have companions who are often executed in large numbers and the notifications drag on forever. An option to disable the notifications or to move them to the log instead of the banners across the top of the screen would be nice.
  7. Larmantine
    Larmantine
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    Hi can you please comment on the source of the notifications? The sound is getting pretty annoying in mods that have 1000s of heroes, like with BK. Executions are happening ALL the time. Is it based on the base game code?

    CampaignEventDispatcher.Instance.OnHeroKilled(victim, killer, 6, true);


    or do you add the sound in your mod?

    Please share the source code or tell me where to find it I will de-compile and recompile it for myself because i love the mod but can't stand the sound on when i get the notifications.

    Better yet add additional configs pls.
  8. merculS36
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    It seems to be working on 1.2.9.

    An enemy lord executed my companion who's running a caravan, and then my relation dropped with that lord:

    I can understand the logic but seeing as we are the player, this shouldn't be automated and should be up to us to act/react to occurrences like this.

    Regarding relationship penalties, I take it the ones listed on the description page apply to AI-AI executions only? For the player, vanilla values are used? I executed a lord and my relationship didn't change with the executed's friends or brothers/sisters. Or is it that new save required for relationship penalties to take effect?
  9. ProudSeal
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    Do you need a new game for it to start having effect? I added this mod to an existing sandbox game, and so far no executions. (Probably two seasons have passed).
    1. windiest7
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      It is believed that existing save games are also compatible, but there is a possibility of conflict with other modes.
      Try adjusting the value of config.xml to the maximum of 10.
  10. TiTinho15
    TiTinho15
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    Hi, what does <ExecutionRelationFactorValue> exactly do in the config file? If I lower this to 1 from the default 5 will it mean that both me and the AI will get less relation penalty for executing?
    1. windiest7
      windiest7
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      Yes, Exactly!
  11. gab21
    gab21
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    Do AI execute the player too?
    1. windiest7
      windiest7
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      Yes
  12. 1297055430
    1297055430
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    您好,我等了一天,没有等到您的回复,希望您能尽快回复我
    Hello, I waited a day and didn't wait for your reply, I hope you will get back to me as soon as possible
  13. 1297055430
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    你好,我的游戏库是1.0.3,但是我只找到了你们的1.0.2 mod版本,前期可以正常使用,但是后期会崩溃,所以希望大家给我1.0.3,谢谢,也支持你们。我的电子邮件地址 [email protected]
    Hello, my game library is 1.0.3, but I only found your 1.0.2 mod version, which works normally in the early stage, but it will crash in the later stage, so I hope you all give me 1.0.3, thank you, and also support you. My email address [email protected]