Mount & Blade II: Bannerlord
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Psycho_Actives

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psychoactives

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  1. psychoactives
    psychoactives
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    For all those facing number and balance issues please note I will not be making any changes to this mod specifically; due to the many number of people facing these problems and a request for further features, please direct your attention towards the new grown up version of this mod:

     No Bandits No Cry
  2. Egzetic
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    Mod works just fine, however it has unintentional side effect, due to high number of bandits factions lose a lot of troops to them causing them to not go to war as much making world a bit more stagnant.
  3. MaiklFox
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    hello...please add 3-4 old files for 1.7.2
    Epic doesn't have version 1.8.0
  4. Mcahid
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    Thanks for the mod. Here are some problems I encountered after starting a clean campaign. Destroying bandit hideouts are very difficult now. There are roughly 400 bandits in each hideout. Also most of the bandit groups disappeared. There are some looter groups just roaming the map. No steppe or sea raiders around. Finally, factions no longer declare war on each other. As you stated in other comments here your mod is simply just an edit for bandit templates but it seems that it affects the code under the hood. I think Taleworlds has changed the balance between bandit parties and the way the game works. 
  5. HawkBladeii
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    Good day. From the beginning of the game, units of 100+ different kinds of bandit troops walked around the map, but after a while they ended and no longer appear ... How to fix the problem?
  6. Yixin70
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    I don't know what happens with your mod, but around the 6th-7th day, every single major faction peaces out with each other, and no more wars are declared for the rest of the game. For context Im using 1.7.2, and just in case,  its not related to other mods, I disabled all of the other mods I had, leaving only this mod,  and started a new save.
    1. psychoactives
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      That's funny, perhaps the armies of bandits have forced the factions into submission? In any case, the mod only raises the max stack a bandit party can have -  and not anything else. My saves haven't experienced what you have, and well over a hundred days factions are still very much at war with each other!
    2. thebearsclaw
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      My game has been doing the same thing. After the first week anytime any faction declares war it only for a few seconds in game time then they declare peace.
    3. Njorunn
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      I'm pretty sure I read other people having similar issues in the Steam forum, and I doubt all of them had this mod.
    4. hamdidamdi
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      I have the same issue. Factions got stronger once I disabled the mod. Now we are at each others` throats.
    5. Smitty350
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      Happened to me too, they still sometimes go to war but not like they have in other playthroughs.  Maybe cuz they spend so much time retraining after bandit battles that they never build their forces enough to reach whatever threshold is require for them to be comfortable attacking someone else.

      I, however, have been attacked countless times.
    6. kezwick89
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      yea agree havent downloaded this Mod yet and im having the kingdoms declare wars for very short periods - so im 100% sure its not this mod - actually came to download this mod to help me rank up so i can start my own kingdom with bigger battles.
    7. thejake1453
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      I'm experiencing these same strange issues. It's weird because it's like the lords won't even hire new troops.
      Tried disabling the mod but haven't seen an improvement - yet. See how we go
    8. krazyorange
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      Using the latest version + 1.8, can also confirm no wars ever. Annoying because I love slaughtering bandits and grinding up my troops.
    9. psychoactives
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      This issue is not caused by this mod directly - it simply changes xml values, what you are experiencing has many factors involved; the increased bandits move at a much slower pace and lords are rarely caught, it does happen sometimes but they also rarely lose, unless really weak or caught a second time. To prove this, just wait in-game time, wars will begin once more.
    10. krazyorange
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      Thanks for the response! Do you know how long this should take? I gave it a month but nothing is happening.
    11. psychoactives
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      It largely depends on what's going on under the hood in your particular save I'm afraid; you could verify this by starting a new save and observing, bandit parties would still be increased and wars would continue to start and end like normal.

      With regard to your current save, I couldn't suggest a length of time, but it is very unlikely another war will never begin.
  7. Alphariuz
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    @psychoactives,

    Is there a way to make it so that NO bandits or looters spawn at all?
    I've tried editing the party sizes and making them all "0", but then the parties still spawn, they just spawn with 0 troops, heh.
    There was a tweak mod a while ago where you could limit how many bandits/looters existed on the map at one time.
    Sadly that mod is no longer updated, wish I would have saved the XML file so I knew the scripts.

    Any ideas? :)
    1. psychoactives
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      Hi @Alphariuz,

      I spent most of the day looking into this for you, but unfortunately, didn't come up with anything different than you already did.

      I only looked into the xmls though, perhaps I can look through some game code and see if I can write some logic to achieve this; either way I'll let you know if I find out a way to do this.
    2. Alphariuz
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      Thank you psycho!

      I'm sure it's some sort of XML code, because on that old tweak mod, I could go into one of the files and mod the code just like I do with yours.
      The problem is, I didn't save that file! And the last version that mod worked on was 1.5.3. :(
      But, I think I have an old GOG version that the mod will work on, so I'll try to figure out if I can get the mod running that way.
      Thanks for the help, and I find the code, I'll let you know! Maybe you can add it to your mod.
    3. psychoactives
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      Indeed, I would have thought there is an xml component which dictates party spawns, but I was unable to find it; if you remember the name of that old mod or have a link to it, I can investigate and see if it can be fixed for the later game versions. 

      Cool no worries! And you're welcome.
  8. MaJoRBLuDD714
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    Try Bandit_nation and fourberie with this mod. I can have that 200 stack of bandits follow me around calradia wreaking havok on all lol. 
  9. elioss
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    le mod fonctionne t il avec la version 1.8
  10. valtaya
    valtaya
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    I like the mod overall, but bandit parties of 200+ are ... well to me immersion breaking. parties of that size would be hired as mercenaries to fight for the factions and cease to be bandits. I think the bandit groups should be 20-60 max, 100 on rare occasion.
    1. VintageGamer84
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      I dont think they are immersion breaking quite on the contrary. In Warband you had uprisings and bands joining forces. Especialy when lords are fighting wars in faraway lands for too long and no one is addressing domestic issues.
    2. killervich
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      FAXX big party big loot and entertainment when there is no war
  11. daemon452
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    Is there a fix for the bandit camp final fight.  this causes like 40 people to be in the final boss fight. which even a full party of t6 melee cannot fight