Mount & Blade II: Bannerlord
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Oltopeteeh

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Oltopeteeh

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17 comments

  1. Endur1el
    Endur1el
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    Mod looks awesome! Wish we could have it in 1.2. Hope you get around to updating it at some point ^^
    1. Oltopeteeh
      Oltopeteeh
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      You may use "Olto Craft" - https://www.nexusmods.com/mountandblade2bannerlord/mods/3657
      Work with 1.2.6b.

      Included craft weapon, banner, armor, etc.
      Exept "highland_spear_3_t3" (Reinforced Highland Spear :))
  2. ankh09527
    ankh09527
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    Is it possible to increase the crafting of mod armor by manually adding it, as the current version cannot craft armor in mods? I'm using version 1.0.3.(My native language is not English, please ignore it if there is a mistake in the expression.)
    1. Oltopeteeh
      Oltopeteeh
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      Manually adding? Yes, this possible for any item from any mods. Add "used" mod, copy exist craft method, change id (to your item), profit :)
    2. ankh09527
      ankh09527
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      Will changes in the cost of materials consumed cause the armor ID not to be obtained? After I installed the mod "Bannerlord Cheats" and used it to modify the cost of material used to craft armor, it didn't work, even if I changed the cost back.
    3. Oltopeteeh
      Oltopeteeh
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      The formula is calculated on certain numbers. You can get around this limitation by changing the formula itself, or simply enter your variables directly. In principle, crafting / creating things can be done completely free. For example, for a test.
    4. ankh09527
      ankh09527
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      It seems that I may not be able to modify it myself for the time being, but thank you!
  3. Oltopeteeh
    Oltopeteeh
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    Mod is finished.

    Finally! :’-)
    It took about a week, but now you can safely create armor without terrifying coefficients associated with weight and extremelly many stamina over max limit (clamp 300, not 265 as vanila formula "100+smithing/2"), which for some reason was added to Banner Kings / Banner Craft ¯\_(ツ)_/¯

    Now can work on improving functionality without being distracted by adding features that are needed for my test, but are not yet available in vanilla.
    Of course, renaming of crafting tabs, announcements of updates and other mods for creating not only weapons are pleasing, but ... balance. It's all about balance. Too rough assessment, causing me (an amateur game designer) to be deeply disappointed inprofessionalism of developers. They can do better! But they don't want...
    1. borinexus
      borinexus
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      Have been test driving for two weeks now, happy to report I have been able to craft a matching uniform for my entire clan and they all look fantastic :D Would be a nightmare to find normally or you would have to use cheatmode.   
    2. Oltopeteeh
      Oltopeteeh
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      ^___^
  4. borinexus
    borinexus
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    Test driving the 1.1.0 version now mate, all working well so far! 
    1. Oltopeteeh
      Oltopeteeh
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      That's great news! :-)
    2. borinexus
      borinexus
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      Just updated to the latest version, playing 1.1.0 Beta. Edit: I am a dummy I forgot to take crafting materials out of my stash :D It's working!
    3. Oltopeteeh
      Oltopeteeh
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      I am also interested in such results) For example, if project becomes larger, can add hint in style of "We need more gold! Not have enough materials", not just check, "show menu - yes/no" :)
    4. borinexus
      borinexus
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      Right now if you go to the Armoursmith with all your metals stored in the stash, it comes up with nothing available to craft. If it could you remind you "Hey dummy you don't have enough metal" that could be handy.  
    5. Oltopeteeh
      Oltopeteeh
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      And for connoisseurs of special comfort, we can add a common storage that allows to store items outside our inventory, but use them for quests, crafting, etc., and not lose them in case of defeat.

      The logic is the same as with the redemption. Money and resources are in a safe place where a servant can sended. If nothing threatens us, of course. Because to give on demand, "I said! I - King of the World!!!," means to become a "cash cow" without right to opinion.

      Therefore, units can be placed in the same storage, which will be fully armed vs fools who decide to profit at our expense. Plus the rapid replenishment of the army from this reserve. Where do units-deserters and simply released without joining go. And now they just disappear into nowhere, without any benefit to the player. Either we take and run the top fighters (we lose profit), or we don’t take it and we also lose profit. TW-made balance :)

      ...
      But it seems to me that the issue of armor is more of a priority.
      That's why I'm doing it right now =)
    6. borinexus
      borinexus
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      Fair enough mate :D