Mount & Blade II: Bannerlord
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Psycho_Actives

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psychoactives

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About this mod

Dynamic relational gains with notables!
New logic
Now with MCMV5

Requirements
Permissions and credits
I have rewritten the mod from the ground up for the full release; the mod now depends on Harmony, Butterlib, UIExtender and MCM -- latest versions.

Features
  • Define your preferred settings in the mod options menu
  • Gain relation with nearby notables and lords within your specified radius after defeating bandit parties
  • Gain relation with nearby notables when successfully defending a village against a raid
  • Option to add more immersive gameplay - HasMetOnly option | This option offers a similar feature to my previous implementation however it is now more dynamic.

Has met only?
This option means you will gain better relational values with notables you have met in the game; it does not mean you will not gain relation with other notables you haven't met but there are conditions and randomness applied here. If you have not met the notable, the relational increases are lower, but still have a random element applied.

Notables away from a settlement (for example fighting in a war) can still gain relation with you - the idea here is there is a chance that they may still hear about your deeds upon their return to the settlement.

Notables family and friends could indeed spread the word - resulting in more relational gains with the player - this is a balanced increase.

The chance of a notable hearing or reacting to the news of your efforts is random, similarly, the chance of them telling someone is random but has a multiplier attached (if more than one person within the same settlement knows of the event)

When the random chance is applied to a unknown notable the logic considers the notable's temperament, if they are dishonourable they are less likely to care about your aid to the realm. 

There is a chance you will negatively disrupt the ongoing operations of a local gang member in your efforts to defeat bandits. You will be notified if a gang leader has taken an issue with your recent exploits. (this applies with or without 'Has Met Only' being set to enabled)

I have made every effort to make this balanced - I did not like in my previous iterations how too easy it was to gain relations, this implementation definitely offers a more balanced experience with the random factors - but it still retains a satisfying loop to gain relations.

This mod goes hand in hand with my other mod: No Bandits No Cry