Mount & Blade II: Bannerlord

About this mod

FULLY rebalances and fixes all the troops and troop trees and all the armors in the game.(this includes troop attributes/stats and item names/stats)
- Adds new troops and more variety to the troop trees while still staying vanilla friendly. The Units have been re-equipped with new rebalanced armors, using the OpenSourceArmory or Vlandian Armo

Requirements
Permissions and credits
Changelogs
Donations
First and foremost I want to give full credits to the creators/makers of those mods that I have used in making this mod.

This includes the makers of:
OpenSourceArmory(The Open Source Armory Team/Areldir)
MoreTroopsMod(HalfMetalJacket/Modbrowse)
VlandianArmory(ADamnSexyName)

And I also want to thank the Author(Adonnay) of 'Adonnay's Troop Changer' while I didn't have the chance to use it in my older unit rebalance mod(BAoC), in this one it made the difference.


 

 
What the mod does:

It fully rebalances/reworks all the units and items in the game while also including some of the best items from the mods: OpenSourceArmory and VlandianArmory

...So no more stupid item names or unrealistic stats of helmets or armors. I tried doing this while still staying 'faithful' to the vanilla feel of the game, so there still may be one or more items that has a bit of an unrealisitc armor rating, but I think for myself that I've accomplished it pretty good...


...But while doing so.. it's been done in style, no more stupid looking units, or units which you can't distinguish from each other because they would look the same, or very similar.
(Some other troop mods tend to do this. This also happens when there are way too many different types of units available for the player and the AI.)

I personally like to know which unit is which, when my soldiers fight on the battlefield, and that's exactly what I tried to do while still keeping variety in gear/equipment for each type of unit.


How I created the Mod:
I've created A&A Rebalanced using the Mod; 'MoreTroopsMod' as a base, mixing my own take into it. It's like a mix of my old mod 'Balanced Armies of Calradia' and 'MoreTroopsMod' actually. (So ALMOST an updated MoreTroopsMod with BAoC features)

That means the faction "strengths/weaknesses" are very similar to the original 'MoreTroopsMod' or 'BAoC' mods. 

I encourage you to read upon the infos of my older mod BAoC, and the MT mod if you want to learn more about the Factions and their troops.


Changes to the Main Factions, from MoreTroopsMod to Armies & Armories
and why I have made those changes:

(Here I'm going to list some of the changes I have made from MoreTroopsMod)
(Also this is how I personally see it, you may or may not like it or have a different opinion about it, that's fine. And I am also open to objective criticism, so feel free to share your own opinions in the comments.)
So, lets get straight into it...

I have felt like in the original 
MTM that the main factions could do everything across the board and basically had no real weaknesses, like for example the Aserai being able to field Elite Tier Infantry(noble tree) like the 'Mubarizun'. It looked weird to me when the Aserai could beat heavy sturgian infantry on the battlefield.

Or the Khuzaits having the option to field strong one handed cav with the 'Mounted Marauder' in their basic tree which would make them have no real difference from another cav heavy faction like the Vlandians for example, the Khuzait should always act like a Shock heavy army, whereas in hand to hand they should be a lot weaker in comparison to other factions.

There were also some other things like the Aserai have had the option between Horse Archer cav or Lancer Cav in the upgrade path, which just made them like another Khuzait, which basically was just a 'straight upgrade' to them, because Aserai also have the strongest archers already. Of course I could adjust their attributes, but having the option alone to just 'produce' that unit, changes a lot.
Like the AI being 'forced' to produce weaker units whereas they'd be better off just going for their strengths. That means having so many options in troops and have variety doesn't always mean it's good. This way you make your AI opponents weaker without knowing, since the AI doesn't really know what units are strong or weak.


So, what I have tried to do with the strengths/weaknesses is the same, or very similar to what I have done in my older mod BaoC.(read it's info if you want to know what it focused on)

(I know this may or may not be, let just say 'historically accurate', but I've done the things I did for gameplay reasons, not because of history, of course in reality it was a whole another story. But for gameplay, going after realism, may not the be best option when it comes to balancing(with unit diversity like in reallife)
I've basically just tried to stay true to the roots of Bannerlord or M&B in general, like each faction having their core strengths/weaknesses
which Taleworlds already, always focused on with their troop trees, I have just improved it.)

And again... this is solely how I see it. And you don't have to like it, it's totally fine. Always feel free to share your own thoughts and feedback in the comments.



  • This mod is not fully finished(98%), but I wanted to release it, to avoid it rotting away somewhere on my data storage. As I don't have the time anymore to continue the project for now.
  • For those who don't want the troops or troop trees but only the rebalanced armory/items, there is an option to only download those files. (You don't need Adonnay's Troop Changer mod if only going for the armory, even if it tells you that it requires that.)
  • For those who want to translate the mod, I am sorry but you'll have to fix the languages folders as I didn't touch those.




 

First download 'Adonnay's Troop Changer'.
(Install using Vortex, or extract the contents of the ZIP into your steamapps/common/Mount & Blade II Bannerlord/Modules folder.)

Then either download the separated or the 'full' version.
(Install using Vortex, or extract the contents of the ZIP into your steamapps/common/Mount & Blade II Bannerlord/Modules folder.)



Then go ahead and download the assets for the items from here: OpenSourceArmory.
You'll have to extract the content of each OSA folders '
Armory/Saddlery/Weaponry' (NOTE: just the 'AssetPackages') into the corresponding folders(ArmoriesRebalancedArmors/Saddles/Weapons). It'll may ask you, if you would want to integrate the folder into; "ArmoriesRebalancedArmors", press 'yes' if it does.(but that should only be the case when you're updating an already existing older version of my mod).


This is the folder, of how it should look(fresh install), when you have installed my files correctly.

This is how it should look like, after you have extracted the Assets into "ArmoriesRebalancedArmors" correctly.
After you have done that for every Folder (ArmoriesRebalancedArmorsArmoriesRebalancedSaddlesArmoriesRebalancedWeapons)

Go ahead and download 'Swadian Armoury' and install it, by dropping it into the Modules(Mount & Blade II Bannerlord/Modules) folder.
After you have done that, just overwrite it's ModuleData folder and the SubModule.xml with mine from the swadian armoury(click) download.





I myself haven't been playing Bannerlord for a long time so I can't recommend much, but this was my all time favourite and it should still work:
Less Damage - Less Damage mod reduces the damage taken for everyone with setting up a multiplier before the real damage calculated. If you like longer battles, this is your only option.

And of course my mod, which I have just updated:
Interesting Clans - This Mod adds 20 new clans and 60+ new Lords and Ladies to your M&B Bannerlord.




The Open Source Armory Team/Areldir
HalfMetalJacket
/Modbrowse
ADamnSexyName

Buy me a coffee if you support my work.



Some units from the original MoreTroopsMod are missing, why?
  • I removed some of the units which I didn't find fitting into the world of Calradia, such as the Rhodoks, as Bannerlord plays before Warband, and it made little sense to me to have them already. And as I'm a perfectionist I've done that to more units(removed them) and tried to keep an even balance. 
  • If you really want them back and have an idea how to edit XMLs, you might just be able to reactivate them, since they're just 'outcommented'.

Some items from the OSA are missing, why?
  • I only picked the ones, which in my opinion look the best(same with vlandian armoury), and go along nicely with all the vanilla items.
  • Most Weapons aren't included though, may add in future updates. (some time...) 
  • Or if you just ask because you couldn't find them selling, it's because I've set most of the items which would be too overpowered or too "noble looking" for a regular seller, as non merchandise. As I had initially planned to make them available in other ways, similar to what this mod did;"Royal Armory".

Is this compatible with Realistic Battle Mod?
  • I don't know, but probably not. Also I won't have the time to make a patch. It's up to you, wether to play with or without, or make a patch of your own.

Some items, especially weapons are not showing up. I can only see the handles and not the blade itself.
  • Check if you have installed the AssetPackages from the OpenSourceArmory mod correctly. It should be installed manually. Unlike the main mod it can't be installed with Vortex, you will have to move the folder manually into mine.(just read the instructions correctly please)