Mount & Blade II: Bannerlord

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jtlane16

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jtlane16

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  1. Dartmessy
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    Sticky
    Who's going to call time of death for this wonderful mod?
    1. jtlane16
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      Just for the sake of transparency, you can call this "dead for now". I've stopped playing Bannerlord and uninstalled it since I dont find it fun and short sighted. Taleworlds seems to want to take this game in the "hack and slash" direction with the depth of a puddle. I wanted to make mods to enhance the experience but find myself wanting to fix the very fundamentals of the game. This was a lightbulb moment that I want to love the game, but dont and would have to sink far more time fixing it than im willing to. If anyone is interested if picking this up, feel free. 
    2. Dragonscaleshields
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      @jtlane16 Brother you took the words out of my mouth. There are things fundamentally wrong with this game. If you complain about it on reddit people just defend the game for no reason. By the way I made some silly youtube videos on the same topic. You can find me @Accentrick on youtube.
    3. Windwhistle
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      If you're willing to release the source code on GitHub/directly to me, I'm willing to update this.

      EDIT: I have released a (hopefully) working update at https://www.nexusmods.com/mountandblade2bannerlord/mods/5276
    4. jtlane16
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      The souce code is now available in the "Miscellaneous files"
    5. Senhar15
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      @jtlane16 OMG I could not agree more.  I got this game within a month of it being released EA and for a while I had high hopes that this could be one of the best games ever made.  The graphics are beautiful, the character models are pretty good, the skill trees are nice, taking castles was (at first) awesome.... and then Failworlds seemed to stop caring, they made poor decision after poor decision.  Modders like yourself (and thank you so much for all you and other modders did to make the game much better, it would not be worth a damn otherwise) had to or were making mods to correct, fix, improve on the crap that Failworlds was putting out in the patches.  Yet almost everytime a great mod would improve the game, the idiots at Failworlds would put out a patch that not only made the base game worse but also made the mods (many of them) no longer work and so the modders had basically wasted their time, had to either redo/update their mods to work with the latest Failworlds crap knowing another patch would probably make that update not work or give up on modding the game.

      I have nothing but respect and gratitude for Modders who time after time redid, updated or fixed their mods so they would work with Failworlds crap and I totally understand not wanting to continue wasting time.  I think a solution if Failworlds devs weren't such idiots would have been to work WITH the modders who were helping make their game so successful so that patches could incorporate some of the mods (as long as the modders agreed of course).  You wouldn't have modders getting disgusted hopefully and the game would work even better.

      Failworlds shortsighted crap will be the reason this game ultimately dies and its such a shame.
    6. xxchrisxx
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      Best of luck wherever you go.

      Hopefully someone will do something with the code - it may be using it directly or it may be an inspiration (think something like what Serve as a Soldier did)
    7. Windwhistle
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      I have updated this mod.

      It can be found here: https://www.nexusmods.com/mountandblade2bannerlord/mods/5276
    8. nobody9567
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      I just wanted to say you are a real G for releasing the source code.
  2. luoyezhiqiu
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    It seems to be incompatible with KingdomStrategiesCommand. When I disable War And AI Tweaks, I won't report an error.
  3. thefear666
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    hello, does this mod change the behavior of the defenders in sieges?  they seem to be totally stupid... usiong RBM mod + war AI tweaks
  4. 3B1
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    Hey! could you update the mod so its working with the 1.1.0 patch comming up?
    1. Ploppe
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      i join this request because i like this mod so much, it is simply essential
    2. Lscratch9
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      +1
    3. tenthousandjellyfish
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      +1000
    4. kolevat
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      +10000
    5. killersaint055
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      +1 for updating to 1.1.0
    6. Xaiteo
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      would love for an update to this mod +1
    7. RaulMZ
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      +1 but I don't think this mod isn't getting updated anymore, anyone know any alternative mods? 
    8. Reactive4080
      Reactive4080
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      If this modder history with mods is anything to go by, this mod is dead.

      Good ideas but bad execution. 
    9. Dartmessy
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      THAt is the question... We need an alternative! Where is it?
    10. myveryoriginalusername
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      +1
    11. portgasDace08
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      Just read the sticky notes. Hope someone in the community resurrect this awesome mod or at least maybe TW will include this fixes after 1.1
    12. Windwhistle
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      https://www.nexusmods.com/mountandblade2bannerlord/mods/5276

      Here you go.
    13. Michael204502
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      wait thats for 1.1.2 not 1.1.0 what about 1.1.0 nobody asked for 1.1.2 this whole comentline was asking for 1.1.0
    14. Windwhistle
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      well, i am on v1.1.2 so i have compiled it for 1.1.2

      do not like 1.1.2?

      source code is available on the download page here. feel free to update it yourself. :)
  5. kasidyse
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    There are some questions within this mod like AI will not protect their settlement and the militia bonus is not working, game version 1.0.3.
  6. Urian1993
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    will this mod be available in the steam workshop ?
  7. jboeser03
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    Im about to try this mod out as It seems like this is the type of mod to be in an absolute essential mod list.  But unless stated elsewhere, I wanted to ask if this can be used with a current save or do you have to start a new campaign? Also, Im glad you stated that this mod works with diplomacy, but does it work with other mods like kingdom execution/annexation and Separatism?
  8. midiv24
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    +1
  9. Roman129
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    Hi!, i´ve got this crash in 1.0.3. Sadly, I can´t say how to replicate it, I suspect it was caused in a AI vs AI battle or siege, as I´ve reloaded a save and it still crashed whether I did one thing or another

    https://report.butr.link/401836.html
    - ExceptionException information
    Type: System.NullReferenceException
    Message: Object reference not set to an instance of an object.
    Source: TaleWorlds.CampaignSystem
    CallStack:

    • at float TaleWorlds.CampaignSystem.Party.MobileParty.GetTotalStrengthWithFollowers()
    • at void TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiMilitaryBehavior.AiHourlyTick_Patch1(AiMilitaryBehavior this, MobileParty mobileParty, PartyThinkParams p)
    • at void TaleWorlds.CampaignSystem.MbEvent.InvokeList(EventHandlerRec list, T1 t1, T2 t2)
    • at void TaleWorlds.CampaignSystem.CampaignEvents.AiHourlyTick(MobileParty party, PartyThinkParams partyThinkParams)
    • at void TaleWorlds.CampaignSystem.CampaignEventDispatcher.AiHourlyTick(MobileParty party, PartyThinkParams partyThinkParams)
    • at void TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiPartyThinkBehavior.PartyHourlyAiTick(MobileParty mobileParty)
    • at void TaleWorlds.CampaignSystem.MbEvent.InvokeList(EventHandlerRec list, T t)
    • at void TaleWorlds.CampaignSystem.CampaignEvents.TickPartialHourlyAi(MobileParty party)
    • at void TaleWorlds.CampaignSystem.CampaignEventDispatcher.TickPartialHourlyAi(MobileParty party)
    • at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager+PeriodicTicker.PeriodicTickSome(double timeUnitsElapsed)
    • at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPartialHourlyAi()
    • at void TaleWorlds.CampaignSystem.Campaign.Tick()
    • at void TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(float dt)
    • at void TaleWorlds.CampaignSystem.GameState.MapState.OnTick(float dt)
    • at void TaleWorlds.Core.GameStateManager.OnTick(float dt)
    • at void TaleWorlds.Core.Game.OnTick(float dt)
    • at void TaleWorlds.Core.GameManagerBase.OnTick(float dt)
    • at void TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, float dt)

    - Enhanced Stacktrace

    • Frame: float TaleWorlds.CampaignSystem.Party.MobileParty.GetTotalStrengthWithFollowers() (IL Offset: 0)

      • Module: UNKNOWN
        Method: System.Single TaleWorlds.CampaignSystem.Party.MobileParty::GetTotalStrengthWithFollowers()HarmonyIssue: False
    • Frame: void TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiMilitaryBehavior.AiHourlyTick_Patch1(AiMilitaryBehavior this, MobileParty mobileParty, PartyThinkParams p) (IL Offset: -1)

      • Module: WarAndAiTweaks
        Method: static System.Void WarAndAiTweaks.PartyThinkPartyPatch::Postfix(TaleWorlds.CampaignSystem.Party.MobileParty mobileParty, TaleWorlds.CampaignSystem.PartyThinkParams& p)HarmonyIssue: False
      • Module: UNKNOWN
        Method: static System.Void TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiMilitaryBehavior.AiHourlyTick_Patch1(TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiMilitaryBehavior this, TaleWorlds.CampaignSystem.Party.MobileParty mobileParty, TaleWorlds.CampaignSystem.PartyThinkParams p)HarmonyIssue: False
      • Module: UNKNOWN
        Method: System.Void TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiMilitaryBehavior::AiHourlyTick(TaleWorlds.CampaignSystem.Party.MobileParty mobileParty, TaleWorlds.CampaignSystem.PartyThinkParams p)HarmonyIssue: False
    • Frame: void TaleWorlds.CampaignSystem.MbEvent.InvokeList(EventHandlerRec list, T1 t1, T2 t2) (IL Offset: 23)

      • Module: UNKNOWN
        Method: System.Void TaleWorlds.CampaignSystem.MbEvent`2::InvokeList(TaleWorlds.CampaignSystem.EventHandlerRec`2 list, TaleWorlds.CampaignSystem.T1 t1, TaleWorlds.CampaignSystem.T2 t2)HarmonyIssue: True
    • Frame: void TaleWorlds.CampaignSystem.CampaignEvents.AiHourlyTick(MobileParty party, PartyThinkParams partyThinkParams) (IL Offset: 0)

      • Module: UNKNOWN
        Method: virtual System.Void TaleWorlds.CampaignSystem.CampaignEvents::AiHourlyTick(TaleWorlds.CampaignSystem.Party.MobileParty party, TaleWorlds.CampaignSystem.PartyThinkParams partyThinkParams)HarmonyIssue: False
    • Frame: void TaleWorlds.CampaignSystem.CampaignEventDispatcher.AiHourlyTick(MobileParty party, PartyThinkParams partyThinkParams) (IL Offset: 11)

      • Module: UNKNOWN
        Method: virtual System.Void TaleWorlds.CampaignSystem.CampaignEventDispatcher::AiHourlyTick(TaleWorlds.CampaignSystem.Party.MobileParty party, TaleWorlds.CampaignSystem.PartyThinkParams partyThinkParams)HarmonyIssue: False
    • Frame: void TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiPartyThinkBehavior.PartyHourlyAiTick(MobileParty mobileParty) (IL Offset: 359)

      • Module: UNKNOWN
        Method: System.Void TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiPartyThinkBehavior::PartyHourlyAiTick(TaleWorlds.CampaignSystem.Party.MobileParty mobileParty)HarmonyIssue: False
    • Frame: void TaleWorlds.CampaignSystem.MbEvent.InvokeList(EventHandlerRec list, T t) (IL Offset: 22)

      • Module: UNKNOWN
        Method: System.Void TaleWorlds.CampaignSystem.MbEvent`1::InvokeList(TaleWorlds.CampaignSystem.EventHandlerRec`1 list, TaleWorlds.CampaignSystem.T t)HarmonyIssue: True
    • Frame: void TaleWorlds.CampaignSystem.CampaignEvents.TickPartialHourlyAi(MobileParty party) (IL Offset: 0)

      • Module: UNKNOWN
        Method: virtual System.Void TaleWorlds.CampaignSystem.CampaignEvents::TickPartialHourlyAi(TaleWorlds.CampaignSystem.Party.MobileParty party)HarmonyIssue: False
    • Frame: void TaleWorlds.CampaignSystem.CampaignEventDispatcher.TickPartialHourlyAi(MobileParty party) (IL Offset: 11)

      • Module: UNKNOWN
        Method: virtual System.Void TaleWorlds.CampaignSystem.CampaignEventDispatcher::TickPartialHourlyAi(TaleWorlds.CampaignSystem.Party.MobileParty party)HarmonyIssue: False
    • Frame: void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager+PeriodicTicker.PeriodicTickSome(double timeUnitsElapsed) (IL Offset: 139)

      • Module: UNKNOWN
        Method: System.Void TaleWorlds.CampaignSystem.PeriodicTicker`1::PeriodicTickSome(System.Double timeUnitsElapsed)HarmonyIssue: True
    • Frame: void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPartialHourlyAi() (IL Offset: 189)

      • Module: UNKNOWN
        Method: System.Void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager::TickPartialHourlyAi()HarmonyIssue: False
    • Frame: void TaleWorlds.CampaignSystem.Campaign.Tick() (IL Offset: 310)

      • Module: UNKNOWN
        Method: System.Void TaleWorlds.CampaignSystem.Campaign::Tick()HarmonyIssue: False
    • Frame: void TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(float dt) (IL Offset: 140)

      • Module: UNKNOWN
        Method: System.Void TaleWorlds.CampaignSystem.GameState.MapState::OnMapModeTick(System.Single dt)HarmonyIssue: False
    • Frame: void TaleWorlds.CampaignSystem.GameState.MapState.OnTick(float dt) (IL Offset: 77)

      • Module: UNKNOWN
        Method: virtual System.Void TaleWorlds.CampaignSystem.GameState.MapState::OnTick(System.Single dt)HarmonyIssue: False
    • Frame: void TaleWorlds.Core.GameStateManager.OnTick(float dt) (IL Offset: 47)

      • Module: UNKNOWN
        Method: System.Void TaleWorlds.Core.GameStateManager::OnTick(System.Single dt)HarmonyIssue: False
    • Frame: void TaleWorlds.Core.Game.OnTick(float dt) (IL Offset: 0)

      • Module: UNKNOWN
        Method: System.Void TaleWorlds.Core.Game::OnTick(System.Single dt)HarmonyIssue: False
    • Frame: void TaleWorlds.Core.GameManagerBase.OnTick(float dt) (IL Offset: 0)

      • Module: UNKNOWN
        Method: System.Void TaleWorlds.Core.GameManagerBase::OnTick(System.Single dt)HarmonyIssue: False
    • Frame: void TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, float dt) (IL Offset: -1)

      • Module: BetterExceptionWindow
        Method: static System.Exception BetterExceptionWindow.OnApplicationTickPatch::Finalizer(System.Exception __exception)HarmonyIssue: False
      • Module: UNKNOWN
        Method: static System.Void TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(TaleWorlds.MountAndBlade.Module this, System.Single dt)HarmonyIssue: False
      • Module: UNKNOWN
        Method: System.Void TaleWorlds.MountAndBlade.Module::OnApplicationTick(System.Single dt)HarmonyIssue: False

    - Involved Modules

    • WarAndAiTweaks

      • Method: static System.Void WarAndAiTweaks.PartyThinkPartyPatch::Postfix(TaleWorlds.CampaignSystem.Party.MobileParty mobileParty, TaleWorlds.CampaignSystem.PartyThinkParams& p)
        Frame: void TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiMilitaryBehavior.AiHourlyTick_Patch1(AiMilitaryBehavior this, MobileParty mobileParty, PartyThinkParams p) (IL Offset: -1)HarmonyIssue: False
    • BetterExceptionWindow

      • Method: static System.Exception BetterExceptionWindow.OnApplicationTickPatch::Finalizer(System.Exception __exception)
        Frame: void TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, float dt) (IL Offset: -1)HarmonyIssue: False

    1. MJNex
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      Also causing crashes in 1.0.3 for me. had to disable :/
  10. deathcloud97
    deathcloud97
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    When I activate this mod, the game starts fine and loads fine but as soon as I go to move around the map, it crashes instantly. What should I do? I'm at a loss here. 
    1. mistermarten
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      Yeah I have the same problem. Can't get it to work. Hope someone finds a fix.
  11. bluestrider33
    bluestrider33
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    I know this mod seem to be abandoned, but in the next version if you could disable the ai getting troops from their garrison when they're defeated it would be nice because as soon as they escape they come back with elite troops they ''steal'' from their fiefs, so the whole ''ai don't get free troops anymore'' just doesn't work at all
    1. MJNex
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      This is what players do , and why wouldn't they use their own troops? You are fighting the entirety of their war machine, fief resources included.
    2. AbseitsGer
      AbseitsGer
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      There... is literally.. a ticbox... to disable that in the mod options menu. Just disable it yourself....
    3. bluestrider33
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      thx man, I didn't saw there was an option for that... I got stressed out when I defeated Derthert's army and he came back 5 min later with a party of nothing but 130 banner knights