Mount & Blade II: Bannerlord
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TriOptimum

Uploaded by

Worldsprayer

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About this mod

Fixes the trait creation/assignment system during character creation that allowed them to seemingly vanish upon initial actions in the game world.

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Changelogs
NOTE: This mod is WORKING with 1.5.5/1.5.6 BETA
NOTE:  This mod has yet to be included as a fix in the main game (its expected to be partially) and so is STILL REQUIRED for traits to be assigned properly during character creation.

This mod addresses an issue that TaleWorld is seemingly too busy to fix: The traits that go "poof" upon your initial interactions with the game world.  have the honest trait...but it goes away when you delivered those sheep?  Problem solved.  Were you valorous until your first fight? Solved.

The system as it is:
During character creation, the system assigns your character levels for the traits that get affected by your interactions and actions in the game.  The problem is that at the time to caluculate your net xp after an event...it finds that while your character had levels...it didn't have any associated XP.  So, it resets your level to 0 and adds your new xp...to 0.  This makes it SEEM like the system is not working, but it is, only it takes a long time to see an effect.

Now, your traits you have from character creation will have the associated xp along with the levels, so your actions will not remove the trait from your character...unless you do something bad and naughty.

NOTE:  This mod requires a new game start as installation, as there is no way to "recall" the values as assigned during character creation.

To Install:
Manual: Extract the .zip to your main game directory.

Vortex:  Version 1.1 makes the initial attempt to make vortex compatible. If it does not work, flame away on the board and I'll figure it out asap.

Version 1.2: Added in color-coded messages indicating what trait you are gaining/losing xp in and how much.
Comment if you think this should be something more vague:
"Your actions were seen as honorable" vs "You have gained 50 honor".  

Also...I still have no idea just how you impact valor.  Current tests against looters are definitely not giving valor.  Testing continues.

For Info on what does what, this list is MOSTLY complete, some stuff is missing.

Default consequences not mission related:

LordExecutedHonorPenalty = -1000;
TroopsSacrificedValorPenalty = -30;
VillageRaidedMercyPenalty = -30;
PartyStarvingGenerosityPenalty = -20;
PartyTreatedWellGenerosityBonus = 20;
LordFreedCalculatingBonus = 20;
PersuasionDefectionCalculatingBonus = 20;

Winning battles gives you valor based on your contribution, ie what you specifically did.

Sacrificing Troops to escape costs you -30 valor per event. 

Killing the boyfriend of the runaway girl costs both honor and mercy 50 points, no other outcome has an effect other than gold/renown
Landlord needs access to commons:
Succeed via troops (not you): honor +30, mercy -20
Betray questgiver for the field owners: honor -3, mercy +20
Secure fields by talking down the locals: +30 honor

Defending against aggressive crimelord:
Success: +50 honor
Failure with rejection/timeout: -20 honor
Betray the questgiver, -100 honor

Deliver a herd:
success: +30 honor
timeout/fail to deliver: -30 honor

DestroyBandit Camp:
+50 Honor for win, no penalty for loss.

FamilyFeud:
accept counteroffer: -50 honor
startfightwithoutplayer = -50 honor...can't tell if this is the fight from losing the discussion or not.
Succeeding does not give honor. This is a trait sink, you can only lose on it

Escort merchant:
success gives +50 honor
failure by someone killing it: -20 honor
You killing the merchants: -80 honor

Train Troops for local notable:
Train 10: 50 Honor
Train 6-9: 30 Honor
Train 1-5: 10 Honor

Deal with Poachers:
Destroy/Convince Poachers to leave: 50 Honor
Fail: -50 Honor
Convince the to leave: 50 Mercy