Mount & Blade II: Bannerlord

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Balbor

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Balbor

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25 comments

  1. Balbor
    Balbor
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    De Re Militari and Calradia at War have now both been updated to 1.7.0, although after testing the original compatibility patch still worked I decided it was a good item to tidy it up. The vanilla units no longer show up in the encyclopaedia as they have been removed from all CaW parties, so it should not be able to acquire them. If you are using Fourberie (Roguery) mod however you can use my De Re Militari - Fourberie patch which will make the vanilla Bandit and Minor clans visible in the encyclopaedia. Don't forget that DRM is designed to be played with Realistic Battle Mod and I have a small patch for that also Calradia at War - Realistic Battle Mod Compatibility Patch. For those using RBM and Open Source Armory with CAW make sure CAW list below them in your load order to avoid crashes when crafting. Finally I have made a stand alone DRM edition for my Expanded Mercenaries that can be down loaded here

    My next objective is to give all of the CAW troops some civilian clothing.
  2. MEHDIMEDDD
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    please update this please thank you very much 
    1. Johannes0Persson
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      +1
    2. RehrlFranz
      RehrlFranz
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      +1
    3. arzaruk
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      +1
    4. merculS36
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      +1
    5. kayra1234567
      kayra1234567
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      +1
  3. RankMayor
    RankMayor
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    Damn, looks like it's impossible to play with this now. Tried everything to get CAW, DeRE to work. Needs an updated patch.
  4. scoutheadshot
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    I don't suppose this is still usable with the current version of the game? I'll check it out anyway and report the findings.
    1. BlindmanMS
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      Experience anything?
  5. arzaruk
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    For the love of god please update this patch. I both like CaW - and Custom Spawns and De Re Militari
  6. Nilserich
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    Is this patch currently up to date and usable?
    1. Balbor
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      depends on how many changes were made to the units in CAW in the 1.7.2 patch. I've had a report of it causing crashes within 1/2 a day of starting a new sandbox
    2. aeven13
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      Any chance for update to the patch fixing the issue?
  7. giganticats
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    please update this mod!
  8. RuCombatTomato
    RuCombatTomato
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    Thank you for your work man
  9. manabalu
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    Hi thanks for the mod. Does the mod also fixes the added projectiles in CaW like the fire arrows for Realistic Battle Overhaul? I remembered I did it myself some time ago or is it not neccessary anymore?
    1. Balbor
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      I didn’t change any of the load outs of the CAW units, just the states and occasionally the upgrades if it was to a vanilla unit (such as the slave units). 

      I do remember seeing fire arrows being assigned to some load out. That is the current issue with them? 
    2. manabalu
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      Realistic Battle mod is changing the stats of any projectiles and calulates the damage based on velocity and weight, if i rememberd right. So any vanilla like projectils will be way off in balance, basically one shotting everything or does no damage at all. Basically the ranged gear in Calradia at War (CustomTroopGear.xml) needs to be balanced for RBM. Items that need to be balanced (or removed): cs_quick_crossbow, cs_largestack_bolt, cs_flaming_arrows, cs_explosive_arrows, cs_explosive_substance, cs_bombs, cs_slinger_stone.
    3. Balbor
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      Would this mainly be a compatibility issue between CAW and RBM?
    4. manabalu
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      Yes, but DRM depends on RBM. And the unbalanced items are also distributed to troops in your mod. for example cs_humar_archer using the flaming projectile.

      If you have interest here are the weapons with fixed stats for RBO. But I have not tested it a lot. Especially with the bombs I have no idea how strong/weak they are.

      <Items>
        <Item id="cs_quick_crossbow" name="Repeating Crossbow" body_name="bo_composite_crossbows" mesh="crossbow_c" culture="Culture.khuzait" weight="2.3" appearance="1" Type="Crossbow" difficulty="35" AmmoOffset="0.0, 0.02131, 0.22975" item_holsters="crossbow_back:bow_hip:mace_right_hip:bow_hip_2" holster_position_shift="0.02,0,-0.4" is_merchandise="false">
          <ItemComponent>
            <Weapon weapon_class="Crossbow" ammo_class="Bolt" ammo_limit="3" thrust_speed="40" speed_rating="7" missile_speed="370" weapon_length="95" accuracy="86" thrust_damage="100" thrust_damage_type="Pierce" item_usage="crossbow" physics_material="wood_weapon" center_of_mass="0,0,0.4">
              <WeaponFlags RangedWeapon="true" HasString="true" CantReloadOnHorseback="true" NotUsableWithOneHand="true" TwoHandIdleOnMount="true" />
            </Weapon>
          </ItemComponent>
          <Flags />
        </Item>
        <Item id="cs_largestack_bolt" name="Sack of Needle Bodkin Bolts 50 grams" body_name="bo_capsule_arrow" holster_body_name="bo_axe_short" mesh="bolt_bl_a" holster_mesh="bolt_bl_a_quiver" holster_mesh_with_weapon="bolt_bl_c_quiver" flying_mesh="bolt_bl_flying" weight="0.05" appearance="1" Type="Bolts" item_holsters="quiver_bolts:quiver_bolts_2:quiver_back_middle:quiver_back_top" is_merchandise="false">
          <ItemComponent>
            <Weapon weapon_class="Bolt" stack_amount="34" thrust_speed="0" thrust_damage="100" thrust_damage_type="Pierce" speed_rating="0" missile_speed="50" weapon_length="37" item_usage="" passby_sound_code="event:/mission/combat/missile/passby" rotation="180, 0, 0" physics_material="missile" sticking_position="0,-0.37,0" sticking_rotation="90,0,0" center_of_mass="0,0,-0.1">
              <WeaponFlags AttachAmmoToVisual="true" Consumable="true" AmmoSticksWhenShot="true" AmmoBreaksOnBounceBack="true" />
            </Weapon>
          </ItemComponent>
          <Flags ForceAttachOffHandPrimaryItemBone="true" />
        </Item>
        <Item id="cs_flaming_arrows" name="Flaming Arrows 110 grams" is_merchandise="false" body_name="bo_capsule_arrow" holster_body_name="bo_axe_short" mesh="arrow_bl_i" weight="0.11" appearance="1" flying_mesh="arrow_bl_flying" holster_mesh="arrow_bl_i_quiver" holster_mesh_with_weapon="arrow_bl_i_quiver" Type="Arrows" item_holsters="quiver_back_middle:quiver_bolts:quiver_bolts_2" holster_position_shift="0.0,0.0,0.15">
          <ItemComponent>
            <Weapon weapon_class="Arrow" stack_amount="20" thrust_speed="0" speed_rating="0" physics_material="burning_ballista" missile_speed="110" weapon_length="97" thrust_damage="100" thrust_damage_type="Pierce" item_usage="arrow_right" passby_sound_code="event:/mission/combat/missile/passby" trail_particle_name="psys_game_missile_flame" rotation="0, -80, 25" sticking_position="0,-0.97,0" sticking_rotation="90,0,0" center_of_mass="0,0,-0.13">
              <WeaponFlags Consumable="true" AmmoSticksWhenShot="true" LeavesTrail="true" Burning="true" AmmoBreaksOnBounceBack="true" />
            </Weapon>
          </ItemComponent>
          <Flags />
        </Item>
        <Item id="cs_explosive_arrows" name="Explosive Arrows 150 grams" is_merchandise="false" body_name="bo_capsule_arrow" holster_body_name="bo_axe_short" mesh="arrow_bl_i" weight="0.15" appearance="1" flying_mesh="arrow_bl_flying" holster_mesh="arrow_bl_i_quiver" holster_mesh_with_weapon="arrow_bl_i_quiver" Type="Arrows" item_holsters="quiver_back_middle:quiver_bolts:quiver_bolts_2" holster_position_shift="0.0,0.0,0.15">
          <ItemComponent>
            <Weapon weapon_class="Arrow" stack_amount="8" thrust_speed="0" speed_rating="0" physics_material="burning_jar" missile_speed="95" weapon_length="97" thrust_damage="100" thrust_damage_type="Blunt" item_usage="arrow_right" passby_sound_code="event:/mission/combat/missile/passby" trail_particle_name="psys_game_burning_jar_trail" rotation="0, -80, 25" sticking_position="0,-0.97,0" sticking_rotation="90,0,0" center_of_mass="0,0,-0.13">
              <WeaponFlags Consumable="true" AmmoSticksWhenShot="true" CanPenetrateShield="true" LeavesTrail="true" Burning="true" AffectsArea="true" AmmoBreaksOnBounceBack="true" />
            </Weapon>
          </ItemComponent>
          <Flags />
        </Item>
        <Item id="cs_explosive_substance" name="Blackpowder Grenades" is_merchandise="false" body_name="bo_throwing_stone" holster_body_name="bo_axe_short" holster_mesh="stone_holster" holster_mesh_with_weapon="stone_holster" mesh="mace_head_6" value="500" weight="2.0" appearance="0.1" Type="Thrown" item_holsters="throwing_stone:throwing_stone_2">
          <ItemComponent>
            <Weapon weapon_class="Stone" ammo_class="Stone" stack_amount="4" physics_material="boulder_stone" accuracy="59" thrust_speed="30" speed_rating="24" missile_speed="15" weapon_length="10" thrust_damage="200" item_usage="stone" trail_particle_name="psys_game_missile_flame" rotation="100,30,20" passby_sound_code="" rotation_speed="0, -3.0, 0">
              <WeaponFlags RangedWeapon="true" Consumable="true" AutoReload="true" UseHandAsThrowBase="true" CanPenetrateShield="true" LeavesTrail="true" Burning="true" AffectsArea="true" AmmoBreaksOnBounceBack="true" />
            </Weapon>
          </ItemComponent>
          <Flags />
        </Item>
        <Item id="cs_bombs" name="Bombs" is_merchandise="false" body_name="bo_throwing_stone" holster_body_name="bo_axe_short" holster_mesh="stone_holster" holster_mesh_with_weapon="stone_holster" mesh="mace_head_19" value="3000" weight="5.0" appearance="0.1" Type="Thrown" item_holsters="throwing_stone:throwing_stone_2">
          <ItemComponent>
            <Weapon weapon_class="Stone" ammo_class="Stone" stack_amount="2" physics_material="burning_jar" accuracy="69" thrust_speed="34" speed_rating="20" missile_speed="20" weapon_length="10" thrust_damage="500" item_usage="stone" trail_particle_name="psys_game_missile_flame" rotation="100,30,20" passby_sound_code="" rotation_speed="0, -3.0, 0">
              <WeaponFlags RangedWeapon="true" Consumable="true" AutoReload="true" UseHandAsThrowBase="true" CanPenetrateShield="true" LeavesTrail="true" Burning="true" AffectsArea="true" AmmoBreaksOnBounceBack="true" />
            </Weapon>
          </ItemComponent>
          <Flags />
        </Item>
      </Items>
    5. Balbor
      Balbor
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      Cheers I’ll give it a go, currently working on a Calradia Expanded sub mod that adds more clans to the vanilla faction but I’ll try and fit it in 
    6. Balbor
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      here's a link to the beta of the CAW/RBM weapon patch. The one item I had a problem with was the cs_largestack_bolt as the original xml file doesn't contain a entry for thrust_damage so much xslt file has nothing to replace. The only current solution is to amend the CustomSpawns/ModuleData/CustomTroopGear.xml file and add thrust_damage="0" after thrust_speed="0"

      CAW/RBM Weapon Patch
    7. manabalu
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      Thank you, it seems to work
    8. Balbor
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      I've also noticed some of the weapon parts are over powered, mainly the new two handed mace heads and the halberd head so changed those. Will hopefully upload today.