I started a custom battle to test this mod and no one was getting killed for a good 10 minutes. The armor is way to overpowered it basically makes every unit that has armor have infinite health.
The mod uses the Taleworlds "Material_type" modifier Lamellar armors are generally considered plate if they are metallic, or leather if they are well.. made of leather
You said it should be working for the beta 1.4, however everytime a arrow hits error exception pops up during battle, must be something to do with custom damage I believe.
For this particular error, I deleted the customdamage.xml inside CustomDamage mod folder and kept yours in your mod folder. Seems now its working properly without crash.
Question how does your MOD work compared to "ARMOR DOES SOMETHING"? I have the ADS MOD but was wanting to try yours but would like to know what is the difference or do they both do the same thing. ADS changes ARROW damage to cut and same with bow damage.
"Real Armor does not change chest pieces. I felt that character's chest can already be very well protected, combining shoulder and chest armor. However Real Armor adds +10 to Medium & Heavy Head armors, and +10 to Chain and Plate Leg and Arm armors. I also left arrows on piercing, and stones on blunt damage."
Furthermore unlike ADS this mod uses "Custom Damage" to modify how damage is calculated by the game.
I'm trying to learn how to mod and am trying to create a simple one that just edits specific items in the game (like armor or weaps). You've put alot of effort into this - would it be possible to upload your source code to github? I'm having trouble learning without some good examples, but your mod seems to have a lot of thought put into it, so I'm sure I could learn a fair amount by looking through the source code.
If not, do you have an example piece you could upload that showcases how you'd go about editing specific parts of xml with C#? Thanks in advance, and have a great weekend.
If you mean the sources to "Custom Damage" they are at https://gitlab.com/macnokker/customdamage If you are talking about the CDPreset.dll it just calls CDInit with the path to the preset included in "Real Armor"
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Here is a good alternative though :
Modifiable Armor modifiers at Mount & Blade II: Bannerlord Nexus - Mods and community (nexusmods.com)
Here's another mod that does a very similar thing for you to try ;)
Modifiable Armor modifiers at Mount & Blade II: Bannerlord Nexus - Mods and community (nexusmods.com)
Are lamellar armours in game registered as plate for damage absorption calculations?
Lamellar armors are generally considered plate if they are metallic, or leather if they are well.. made of leather
Yes I believe it is because of custom damage. Could you try just my mod, disabling custom damage?
I believe that would solve the issue. My mod can work on its own, but then the damage calculations won't be modified.
"Real Armor does not change chest pieces. I felt that character's chest can already be very well protected, combining shoulder and chest armor. However Real Armor adds +10 to Medium & Heavy Head armors, and +10 to Chain and Plate Leg and Arm armors. I also left arrows on piercing, and stones on blunt damage."
Furthermore unlike ADS this mod uses "Custom Damage" to modify how damage is calculated by the game.
If not, do you have an example piece you could upload that showcases how you'd go about editing specific parts of xml with C#? Thanks in advance, and have a great weekend.
If you are talking about the CDPreset.dll it just calls CDInit with the path to the preset included in "Real Armor"