Mount & Blade II: Bannerlord

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Oltopeteeh

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Oltopeteeh

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About this mod

Craft/smelt armor, ranged, weapon, shield, banner. Craft/buy goods. Upgrade Equipment mod.

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Changelogs
Craft/smelt/buy through menu with well balanced formula.
Upgrade equipment - optional mod.
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何桑梓  [Разработчик] ...u can do secondary development through the github source code of this mod at any time, i don’t mind, whether u maintain it and publish it on steam workshop or nexus, i fully support.
https://steamcommunity.com/workshop/filedetails/discussion/2955909085/4035851529326819237/?tscn=1702819635#c4036978233558150765


Smelting requires coal.
Crafting = coal + ingots.
Materials can purchase in "Smith Buy" submenu.
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Added alternative exchange recipes - coal for iron (and vice versa).
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Since remember at beginning I was looking for lot of wood for conversion into coal, and dumped iron on market in tens, later - hundreds, just few dinars apiece. In fact, I gave it as gift to city, which later grew into idea of ​​donating food and goods to city, castle, village, to increase food supplies, prosperity, attitude of residents, hero's fame... but this part of mod has not yet been properly corrected, so I'll post it later :)

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Added price increase formula, based on player level: "(100 + lvl) / 100".
Example: Level 10 = 110% of basic cost, Lv 50 = 150%.
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Old variant of formula (v1.1.15) = "(100 + lvl * lvl) / 100"Square (second power, multiplication by itself) is taken for stronger effect of level. Example: lvl 1 = +1% price, lvl 10 (x2), lvl 20 (x5), lvl 30 (x10), etc. From experience, I can say that increase is not particularly felt, because at level 30+ player already owns millions and is perfectly able to extract materials in traditional ways, without using mod's capabilities :)

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Access to materials of higher level is opened by increasing skill of "smithing" to specific number.
Wood, coal, ore, iron1 (C.I.) - available immediately, without conditions (as vanila).
Improved recipes for smelting coal and ore are available immediately, without need perk 
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(because if we do not take master of coal, we will suffer very significant damage, both in terms of experience and money;"Ore Smelter" = garbage).

Iron2 (W.I.) & Iron3 (Iron) - immediately (like vanila).
Iron 4 (Steel) - 50.
Iron5 (F. Steel) - 75.
Iron6 (Th. Steel, max) - 100 (end-game content, used in max tier items).
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It is strange that Th. Steel opens at 100 out of 330, but this is basic logic of TW and I am not yet ready to change rules so much without having more holistic and logical concept, with specific numbers, and not just wishes to do everything differently, in new way, which is rarely better than old, already time-tested... If you do not pay due attention to development of balance that is critical for replayability (after all, i plan to play MB2, with my mod, more than once or twice). There was an idea to set access for clan tier as in hiring units, which is not yet in this assembly, but i changed my mind. Too much is tied to farm of fame. Let skill open way, not lobbying :)



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Add  mod "Upgrade Equipment" (optional):
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Original mod - https://steamcommunity.com/sharedfiles/filedetails/?id=2955909085

I add:
- tavernkeeper may up equip too, not only blacksmith;
- cost now may change in setting of mod (x5 default, x2 me);
- add missing data to master;
...etc. minor changes.


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v1.55
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  • add Banner;
  • add armor from patch 1.1.0 for body, cape 3, arm 1;
  • invert and update sort for some new value.

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v1.5
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Archive:
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v1.3
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  • Returned used of coal for forge recipes.
  • Raised price of ingots. Ingots prices are now placed in a separate settings file (rebalancing can be done without recompiling the file).
  • Reduced trade experience from buying goods.
  • ...etc.

Armorsmith (craft, refine) and weaponsmith (include bow) need rebalance - work in progress... Detailed description of mod is also in progress))) Because I myself have not yet decided on full list of functionality :)

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Mod includes two parallel publications (partially):
-- "Fix forge parts" (https://www.nexusmods.com/mountandblade2bannerlord/mods/3579);
-- "More food" (https://www.nexusmods.com/mountandblade2bannerlord/mods/3588);

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1.2.01:
Add Workshop (craft goods).
Add Blacksmith (craft some armor, bow).
Buy food/goods.
Reduced price growth from level. And etc.


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New menu - support (for town and village).
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(1.2.01)
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Support menu - extension (workshop, buy food/goods/animal)
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Hero - train (pay money and get experience; for main hero or all hero in party):
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Buy Food:
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Buy Food2 (mod):
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Buy Goods:
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Buy Animal:
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Workshop (player craft goods, without use mechanic workshop):
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Blacksmith (player craft some armor, melee weapon, bow):
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(1.1.15)
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Buying and processing basic crafting materials - wood, coal, ore, iron 1-6 tiers.
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Removed unnecessary materials (coal and by-product) from high-level recipe.
Because they have same cost, but completely different scope (low-level iron, in fact, is garbage, unlike coal, which is always in short supply - especially if you play not for inhabitants of forest, but for southerners, who are traditionally very bad with wood ... which is understandable, because desert is all around :)).

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Added crafting training (experience increase for money). With condition that there are enough coins to pay and skill does not exceed clan tier + 1 * 50. That is, a Tier 0 beginner player can quickly raise Blacksmithing to 50 (as if he had chosen Blacksmith's starting backstory). Of course, in full version of mod, you can pump all skills. Here is only most necessary part from another module, for test, in fact, crafting. Thanks to"Xorbeax's Scholars of Calradia" mod, I was able to add training of all heroes, not just main character... but this part of mod is unfinished - you can't select target character from list yet, like in original. And is it really necessary if there are really a lot of heroes in squad? And it’s easier to download everyone, because choosing a list / sheet every time, you can simply get tired of clicking. As when crafting in original forge, without multicraft mods. Click-click, another hero, click-click, wait for stamina, click-click... It was to reduce routine that my mod was conceived, but here "this" ... So far, I'm thinking.

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XP Smith:

(1.2.01) 20% self cost (formula: base_cost / 5, for example: Iron1 = 17, Iron6 = 630); 
(1.1.15) 10% self cost, x2 per tier (like materials in crafting).
(1.1.15) Wood & Ore = 5.0 xp (because 2 wood and 1 ore cost 50 dinar) vs 15-45 & 12-18 xp (vanile).
Iron2 = 3.2 vs 9.
Iron3 = 6.4 vs 18.
Iron4 = 12.8 vs 30.
Iron5 = 25.6 vs 48.
Iron6 = 51.2 vs 78.

This is less than in original, about 2-9 times, but crafting menu does not require stamina, does not force players to constantly interrupt and wait-wait-wait...
It also allows you to level out rewards a little, which is good for balance.

In particular, coal will not give 45 experience per click.
Despite fact that similar recipe for smelting ore gives only 12-18 experience, improved iron - only 9, and best steel, requiring at least 32 clicks per piece - only 78 experience).


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Changing wood leads to bug - price rises sharply (from 3 coins in Battania to 22, which you can put up with), and also saddles from sale disappear (everything, and this is really sad).
Therefore, I added a workaround - exchanging a tree (and vice versa), in a village and a city, for a lighter analogue of a tree (with a normal weight similar to other goods of same branch, assuming that half a measure per ingot is standard, therefore, ore - 1.5 (1 to 3 ingots), into wood - 0.75 (3 to 2 into coal = iron)).
"Legend" of change is packing and unpacking (as file is packed into an archive, size will obviously decrease :)).
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Later, this logically led me to idea of ​​"packing" animals - pigs, sheep, cows.
So that they give a load on weight, like ordinary goods, and not on size of herd.
If anyone does not remember, herd delivery quest was "broken" for some time - there was always not enough time, even if you quit everything and run straight to quest point.
So idea came up how to partially bypass problem, without violating game logic and rules of Bannerlord.
It seems to be a trifle, but I like to play with a small detachment of elite fighters (of course, horse archers, because they are strongest in  game, and they simply die less often than other units).
Therefore, each cattle, over limit, seriously reduces speed of entire group.
Especially if someone gets hurt or killed. Then it's finish line. To nearest city (or at least a village), group will have to go at a speed equal to a miserable one. A few days of hauling prey from a bandit lair... not most pleasant pastime, in my opinion.


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Crafting things (melee weapons, armor, bows, even workshop goods like brewing beer from 5 wheat) is technically possible, but the problem is balance (add for test in 1.2.01).

Equipment is too expensive and powerful compared to value and usefulness of resources from which it is made.
5 units of Damascus steel and half a dozen good steel magically turn into tens of thousands of dinars, although their total value does not exceed one thousand.
There is no need to nod at expense of stamina - it is restored in a miserable half a minute, for all heroes at once. This is wildest imbalance that breaks entire economy in bud. Current forge mechanic is a grave for balance. That's why I started fiddling with crafting through menu to get around this trap... but I couldn't get around them all. Like TW, yeah...


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Smelting equipment ran into a technical problem.
So far, I can only add and remove items from inventory using current formula:

Campaign.Current.MainParty.ItemRoster.AddToCounts(Game.Current.ObjectManager.GetObject<ItemObject>("charcoal"), 1);
This is enough for standard things like crafting materials,  if there are no modifiers, but once you move on to weapons and armor, that's it, problem does not allow to develop mechanics further... Game sees these things, but refuses to remove them. Which leads to a duplication bug, a dupe, a vulnerability in mechanics of mod, which does not suit me, either as an author or as a player. I made a mod to fix way to get easy money instead of adding another one (there are cheats for that :) )

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This is just one module dedicated to crafting, removed from my long-term construction mod, created a long time ago, based on a change in menu (first - cities, then - villages, castle, lair).

Before moving on to heavy mods (.dll), I practiced editing tables.
And I achieved something thanks to Internet, tips of my comrades, as well as knowledge gained from modding for first part of MB :)

Inspiration for a serious mod based on Bannerlord came after exploring "Medical District".
I just realized that this is - "it is most important, necessary", which must be in my mod (in one form or another).

Unfortunately, author did not give his permission for publication ("to remain silent" is his right guaranteed by law).
According to rules of Nexus, I cut out everything that was not personally related to my work.
Or one that I still have permission to use :)

Over time, I will gradually lay out rest of mod.
When I figure out at least basic balance of crafting, which worries me more than severe skew in price of units and equipment, clumsy AI, absence of serious penalties for size of empire (at least as a minus to relations when distributing possessions from MB1, which is now partially implemented .. . in the mechanics of execution), etc.

If I just lay out, "as is", without carefully adjusting details and modules, then another creation will turn out, in style of TW - beautiful, spectacular, but not very effective.
Therefore, my priority, for now, is "balance" (specifically, crafting base, processing of materials).
... etc.

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An incomplete list of what is already in my mod, but still needs more thorough refinement (perhaps with your help, dear readers), can be found in the corresponding topic:

(SubMod dll) Buy/Exchange Renown, Influence, XP; Food (donate town), Horses; Fast menu-craft (refine), Hire/Upgrade Villager-Recruit-Elite
https://forums.taleworlds.com/index.php?threads/dll-submod-buy-exchange-renown-influence-xp-food- donate-town-horses-fast-menu-craft-refine-hire-upgrade-villager-recruit-elite.445013/