Mount & Blade II: Bannerlord
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bm01

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bm001

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About this mod

Gives some control over mechanics related to mounted combat and brings a few new ones.

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About mounts rearing up
In the base game, mounts rear up when they receive a certain amount of damage from polearms. This mod gives you some control over this mechanic and allows you to tweak various parameters. You can of course outright disable it too.

On top of that, here's a list of new mechanics:

Cooldown:
A mount won't rear up more than once during the amount of time of your choosing.

Fatigue:
Imagine a hidden fatigue bar. A mount will only rear up after receiving a certain amount of damage (from attacks only). Fatigue regenerates at a constant rate.

Falling off from a rearing up mount:
Gives the rider a chance to fall off their mount if it rears up. The probability is configurable and can be based on the rider's riding skill.



About charges
Alternative charge damage formula:
A new damage formula with improved consistency when the target is moving, and allowing infantry → mount and mount → mount charge damage to work properly.

Infantry → mount / mount → mount damage:
Now mounts can get damaged when running into infantry or other mounts. No friendly fire. Infantry's base damage is configurable.

Damage multiplier and type:
All charge damage can be increased or decreased by a multiplier. A portion (or all) of the target's armor can be ignored. You can also set the damage type of charges to Cut or Pierce instead of Blunt.

Knockbacks and knockdowns:
The base game uses a resistance formula based on the amount of inflicted damage compared to the target's max HP, modified by Athletics, to determine if a charge should result in a knockdown (knockback always occur as long as the charge does at least 1 damage and the angle is inferior to 45°).

This formula can be disabled, or its parameters tweaked. There are also various thresholds you can configure to make knockbacks and knockdowns more or less likely.



About dismounts
This one is fairly complex and I must first explain how dismounts work in the base game, since various mechanics are involved.

The base game uses a resistance formula based on the amount of inflicted damage compared to the target's max HP, modified by Riding, to determine if an attack should dismount the rider.

The following weapons can dismount riders:
  • Weapons having one of the two "Can Dismount" flags (one giving dismounted swing attacks an extra dismount resistance penetration of 25, and another one allowing all thrust attacks to dismount but without giving any penetration bonus).
  • Weapons benefiting from one of the three perks (Braced, Hammer Bolts, and Knock Off).
  • Weapons having the "Can Knockdown" flag when they hit legs.

This mods allows to disable the resistance formula or tweak its parameters. Dismounts can also be chance based as they were during the Early Access, but that chance can also modified by the amount of inflicted damage. There are also various other options.

Currently this mod doesn't allow the "Can Knockdown" flag to dismount riders.



About weapons
"Can Dismount" flags:
You can toggle those flags on and off for any crafting piece or weapon by hovering your mouse over it and pressing 'shift' + 'D' for thrust attacks, or 'shift' + 'F' for swing attacks.

As long as one crafting piece has the flag, all weapons made of it will be able to dismount riders.

"Couchable" and "Braceable" properties:
You can toggle those properties on and off for any crafting piece by hovering your mouse over it and pressing 'shift' + 'E' for "Couchable", or 'shift' + 'R'  for "Braceable".

This currently only works on crafting pieces, and a weapon will only inherit this property if it's a polearm and if all the four crafting pieces it's made of have it (not by design, that's how the base game works).


The internal ID of the weapons and crafting pieces that receive those flags or properties through this method are saved in {Mod's_path}\ModuleData\WeaponProperties.yaml.



Campaign options
Troop Upgrades:
In the base game, the AI doesn't need mounts to upgrade its troops (this is an AI cheat and is tricky to enable because it causes economics issues). However, this doesn't apply to parties belonging to the player's clan. And since there's no adequate logic telling AI parties to buy horses for troop upgrading purpose, this makes them having way less mounted units than intended (two years old bug report). The player of course requires mounts to upgrade their troops.

You can disable that requirement for the player and all AI parties in their clan.



Cheats
While not a category on its own, most mechanics come with the option to disable them for the player and their mount.



Configuration
By default and unless you select the recommended preset, all parameters are set so that they match the original behavior of the game.

This mod uses Mod Configuration Menu v5 as a soft dependency (meaning that it won't crash if you don't have it) to provide you with a friendly graphical user interface, allowing you to easily change this mod's settings.

If you prefer the old school method, the config file is located in {Mod's_path}\ModuleData\Config.yaml and will be generated the first time you launch the game with this mod installed. As of v1.18.4: Default config | Recommended config

An extra file called WeaponProperties.yaml will also be generated the first time you load a game, and is related to some of the mechanics mentioned above. 



Game versions compatibility
This mod can safely be removed from your mod list without affecting game stability. It doesn't add or remove anything from your save files.

Game Version     | DSMN Version
-----------------|------------------
v1.0.3 ~ v1.1.0  | v1.18.0 ~ v1.18.4
v1.0.0 ~ v1.0.2  | v1.14.0 ~ v1.17.4



Known mod incompatibilities
Note that while changing the load order could solve compatibility issues in some cases, due to the way this mod works changing options through the in-game menu effectively makes some parts to be disabled then enabled again, and effectively applies them after any other mod regardless of the load order. A mod patching earlier or later code will also not respect load order. Because of this, incompatibilities can only really be solved by asking mod authors to add options to disable certain parts of their mod, or make compatibility patches.

Realistic Battle Mod - Combat Module (1.5.5+). Mostly compatible, see this comment about it.
Drastic Battle. Untested, but there are too many overlapping mechanics. Some might work together.



Known issues
None.


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