Mount & Blade II: Bannerlord
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Gangfreak

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36 comments

  1. light6486
    light6486
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    Pilum is the best 1h spear in the game from the ones available to troops. Unusually high speed and handling makes it very good. I understand why this mod exists but you really nerfing your legions hard with this, if you have a melee focused army they'll be useless against even a few cav if you die, making a battle take forever and many of them will be trampled to death with their 50 length maces. It's not a bug it's intended to be 1h for unit balance and effectiveness. Devs just named it Pilum for flair, model is not even accurate to real pilums that romans used. So I dont even think of them as pilums.
  2. Faison
    Faison
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    Heya Gangfreak,

    Sorry for the delay on thanking you for the update.  I was enjoying playing.  

    I am trying to do something similar for throwing weapons, yet the game keeps crashing and I know it's because I have absolutely no idea what I'm doing.  I tried to use this mod as a guide to accomplish the changes but I'm definitely missing something. 

    <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform">

    <xsl:output omit-xml-declaration="yes"/>

    <xsl:template match="@*|node()">
    <xsl:copy>
    <xsl:apply-templates select="@*|node()"/>
    </xsl:copy>
    </xsl:template>

    <xsl:template match="ItemModifier[@id='legendary_arrows']/">
    <xsl:attribute name="price_factor">3.2</xsl:attribute>
    </xsl:template>

    <xsl:template match="ItemModifier[@id='legendary_bolts']/">
    <xsl:attribute name="price_factor">3</xsl:attribute>
    </xsl:template>

    <xsl:template match="ItemModifier[@id='legendary_axe_throwing']/">
    <xsl:attribute name="price_factor">3</xsl:attribute>
    </xsl:template>

    <xsl:template match="ItemModifier[@id='legendary_knife_throwing']/">
    <xsl:attribute name="price_factor">3</xsl:attribute>
    </xsl:template>

    <xsl:template match="ItemModifier[@id='balanced_knife_throwing']/">
    <xsl:attribute name="damage">2</xsl:attribute>
    <xsl:attribute name="speed">1</xsl:attribute>
    </xsl:template>

    <xsl:template match="ItemModifier[@id='legendary_spear_dart_throwing']/">
    <xsl:attribute name="price_factor">3</xsl:attribute>
    </xsl:template>

    </xsl:stylesheet>

    1. Gangfreak
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      Hey Faison,

      1. What do you want to do?
      2. What file are you trying to modify?
      3. the id matches you are trying to modify, are not in the Base-File. Are you trying to modify items from a different Mod?

      Maybe it would be best, if we could talk via Discord to get order into your ambitions.

      Best Regards
      Gangfreak
    2. Faison
      Faison
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      Sure thing, which discord are you on send an invite and I'll meet up with you at your convenience. 
  3. MagnusAsakura
    MagnusAsakura
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    Could you tell me how to modify the cataphract cavalry lance to make it couch?
    1. Gangfreak
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      Hey MagnusAsakura,

      sure you are welcome.

      Do you want to make a mod file or just change the entry in the Raw Files?

      There is no "Cataphract Cavalry Lance" as Item,
      but a "Cataphract Lance" and a "Courser Lance" that is used by the "Imperial Cataphract" and the "Imperial Elite Cataphract".

      I'll be explaining with the "Courser Lance" but this should be working with every weapon of the weapon_class "twohandedpolearm".

      Let's do things step by step:
      1. What Files are needed to find the right entry.
      2. What needs to be done to make a lance being able to couch.
      3. How to find the right entry.
      4. How to modify the Entry directly
      5. Why to make it a Mod

      1.
      <Your Bannerlord Gamedirectory>\Modules\SandBoxCore\ModuleData\spnpccharacters.xml
      In this file is configured what units are in the game and what loadout they are wearing.

      <Your Bannerlord Gamedirectory>\Modules\SandBoxCore\ModuleData\weapons.xml
      In this one is configured what weapons are in the game, what crafting_pieces are used and what proportions they have.

      <Your Bannerlord Gamedirectory>\Modules\Native\ModuleData\weapon_descriptions.xml
      Here are the entry's, for features and their available crafting_pieces.

      2.
      So to make a lance couch able, it must be of the weapon_class "twohandedpolearm" and all "crafting_pieces" that are used in this weapon need to be part of the List "AvailablePieces" of the ID "TwoHandedPolearm_Couchable" in the weapon_descriptions.xml.

      3.
      The easiest way to find the right ones is to start with the unit, that uses the weapon. Especially if you are not playing in English, since all names in the xml files are in English.
      In this use case we are starting with the "Imperial Cataphract" and searching for it in the spnpccharacters.xml
      <NPCCharacter
      id="imperial_cataphract"
      default_group="Cavalry"
      level="26"
      name="{=u0UNwnw2}Imperial Cataphract"
      occupation="Soldier"
      culture="Culture.empire">
      <face>
      <face_key_template
      value="BodyProperty.fighter_empire" />
      </face>
      <skills>
      <skill
      id="Athletics"
      value="80" />
      <skill
      id="Riding"
      value="130" />
      <skill
      id="OneHanded"
      value="130" />
      <skill
      id="TwoHanded"
      value="50" />
      <skill
      id="Polearm"
      value="160" />
      <skill
      id="Bow"
      value="60" />
      <skill
      id="Crossbow"
      value="20" />
      <skill
      id="Throwing"
      value="60" />
      </skills>
      <upgrade_targets>
      <upgrade_target
      id="NPCCharacter.imperial_elite_cataphract" />
      </upgrade_targets>
      <Equipments>
      <EquipmentRoster>
      <equipment
      slot="Item0"
      id="Item.empire_lance_2_t4" />
      <equipment
      slot="Item1"
      id="Item.heavy_horsemans_kite_shield" />
      <equipment
      slot="Item2"
      id="Item.empire_sword_5_t4" />
      <equipment
      slot="Head"
      id="Item.imperial_goggled_helmet" />
      <equipment
      slot="Body"
      id="Item.imperial_lamellar" />
      <equipment
      slot="Gloves"
      id="Item.lordly_padded_mitten" />
      <equipment
      slot="Leg"
      id="Item.lamellar_plate_boots" />
      </EquipmentRoster>
      <EquipmentSet
      id="empire_troop_civilian_template_t3"
      civilian="true" />
      <equipment
      slot="Horse"
      id="Item.t3_empire_horse" />
      <equipment
      slot="HorseHarness"
      id="Item.imperial_scale_barding" />
      </Equipments>
      </NPCCharacter>
      In this character entry we see a lot of Data, but only one is important right now. We are searching the Equipment of our Unit for a Lance. In this case there is only one EquipmentRoster and already the first entry is our searched lance "Item.empire_lance_2_t4".

      Other Units have multiple EquipmentRosters with different weapons, then you have to make sure you are really having the right Item before making any changes.

      After finding out the ID of our weapon we are switching to the weapon.xml, where we are searching directly after the ID.
      Important: The ID of the Weapon is only "empire_lance_2_t4" the part "Item." is only needed in foreign Files for reference reasons.
      <CraftedItem
      id="empire_lance_2_t4"
      name="{=VP74qdJ3}Courser Lance"
      crafting_template="TwoHandedPolearm"
      culture="Culture.empire"
      modifier_group="polearm">
      <Pieces>
      <Piece
      id="spear_blade_4"
      Type="Blade"
      scale_factor="100" />
      <Piece
      id="spear_handle_24"
      Type="Handle"
      scale_factor="100" />
      </Pieces>
      </CraftedItem>
      As we can see, this entry is a lot more manageable. Here is a List of Pieces that this weapon is made of.

      Now we have the list of crucial "crafting_pieces" that need to be registered for the feature couch.
      Let's take a look into the weapon_descriptions.xml, here we are searching for "couch".
      You should find the following Entry without issue.
      <WeaponDescription
      id="TwoHandedPolearm_Couchable"
      weapon_class="TwoHandedPolearm"
      item_usage_features="polearm:couch">
      <WeaponFlags>
      <WeaponFlag
      value="MeleeWeapon" />
      <WeaponFlag
      value="WideGrip" />
      </WeaponFlags>
      <AvailablePieces>
      <AvailablePiece
      id="axe_craft_10_head" />
      <AvailablePiece
      id="spear_blade_1" />
      <AvailablePiece
      id="spear_blade_2" />
      <AvailablePiece
      id="spear_blade_3" />
      <AvailablePiece
      id="spear_blade_4" />
      <AvailablePiece
      id="spear_blade_5" />
      ...
      <AvailablePiece
      id="spear_handle_23" />
      <AvailablePiece
      id="default_polearm_guard" />
      ...
      <AvailablePiece
      id="mp_pilum_blade_extraammo" />
      <!-- AvailablePieces,TwoHandedPolearm_Couchable -->
      </AvailablePieces>
      </WeaponDescription>
      I reduced this one to the most important Part, so it is easier to overview.
      As we can see, that the spear_blade_4 already exists, but the spear_handle_24 is missing.

      4.
      Just to be sure you should open .xml Files with some kind of Editor (Editor, Notepad++, ...) not any Browser etc.
      The easiest way to change this fact is to add the spear_handle_24 in the same manner as the other pieces.
      ...
      <AvailablePiece
      id="spear_handle_23" />
      <AvailablePiece
      id="spear_handle_24" />
      <AvailablePiece
      id="default_polearm_guard" />
      ...
      It should be look like this. Don't forget to save the file after changing it.
      Important Note: If you are changing it like this directly in the Game files every time you verify your Game files or there is a Game Update these changes will be reset.

      5.
      To make these changes Permanent in your game and give other people as well the chance to enjoy this one you should make it into a mod.
      But this will need a little bit more time and insight, feel free to ask if you want some help there. I am always glad to help people, who want to improve the Game.

      Best Regards
      Gangfreak
    2. MagnusAsakura
      MagnusAsakura
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      Thank you very much, I like to modify some things for myself because I consider that some mods make the soldiers very strong. I will try to do what you explained to me
  4. Faison
    Faison
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    Two quick questions:
    1. Does this also allow other thowable polearms to be thrown or just the pilum?
    2. Would the heads for the other polearms be affected by your crafting changes?

    I am using a mod similar on Steam Workshop, but would rather avoid workshop mods.

    Great mod by the way.  Thanks for making it.
    1. Gangfreak
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      Hello Faison,
      glad to hear you like it.

      To your questions: no, it does not alter any other polearms/spearheads.
      It does not restrict or allow anything to other spearheads.
      However, there are only two spearheads that are restricted throwing weapons.
      The pilum spearhead and the northern triangular spearhead.

      The following flag in the crafting_pieces.xml are the reason why they will not be thrown from units.
      <Flags>
      <Flag name="NotStackable"/>
      </Flags>

      For further Questions, feel free to ask.

      Best Regards
      Gangfreak
    2. Faison
      Faison
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      Thanks for the response.  The mod I am using from Steam Workshop uses an xml format to overwrite both the pilum spearhead and the northern triangular spearhead, while yours is using a xls format to patch the pilum spearhead.  Is that correct?

      Any chance you could do a version that also includes the northern triangular spearhead?
    3. Gangfreak
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      Hey Faison,

      you have a valid point there.
      It is correct, that till now i only patched the pilum spearhead.

      I didn't know, that the northern triangular spearhead was also used as throwing weapon from an regular unit.

      I just made a update of my mod, now it includes the northern triangular spearhead.

      Enjoy and have fun.
      Best Regards
      Gangfreak
  5. jamestec
    jamestec
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    Hey, thanks for the mod.

    Is this mod supposed to change the Pilum to a stack of 3 for non-crafted Pilums? E.g. for Imperial Legionary or cheating the item in? Because it seems to only be throwable once for v1.2.8. I haven't tried to craft it.
    1. Gangfreak
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      Hey jamestec,
      I see what is causing the misunderstanding.

      We need to differenciate between javelins and polearms (that can be thrown).
      What i changed is the stack amount of the pilumhead, this amount is used for Javelins.
      You can easily recognize them as they are always carried in the holster.

      The Imperial Legionary uses the polearm variant, this one has no stack, only one exemplar.

      But if you want, i could create an optional mod file that replaces the pilum polearm of the Legionary with a pilum javelin.

      Best Regards
      Gangfreak
  6. DAOWAce
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    Is it possible for this mod to crash the game?

    I've had a few crashes in battles, and the only times it crashed were when I had this mod enabled.  I did have a few troops with a pilum.

    Could be another mod or even just Bannerlord's code of course, but it's quite coincidental.
    1. Gangfreak
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      Hey DAOWAce,
      this would be pretty unlikely.

      I mean this mod does nothing else as to convert the Pilum to an regular Javelin.

      If this issue continues, please report again with some patterns if possible.
      I'll do what i can, if my Mod causes this issue.

      Best Regards
      Gangfreak
  7. GeorgeCorbul
    GeorgeCorbul
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    Hey, I have a problem with the mod: I can't activate it, it says it's for a different version of the game, even though both my game, and the required version are 1.1.6.x, the difference being in a single digit. Any way to fix it?
    1. Gangfreak
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      Hey GeorgeCorbul,
      sure i have. Just for this problem i created the ModLauncher variant.
      This one doesn't use any Versions in the dependencies. ;-)

      Best Regards
      Gangfreak
    2. GeorgeCorbul
      GeorgeCorbul
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      Thanks :)
  8. gggleo
    gggleo
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    Thanks for the mod! 
  9. Hello,

    I can't activate your mod, any idea?

    Same problem with:
    More throwable Polearmshttps://www.nexusmods.com/mountandblade2bannerlord/mods/2592
    More throwable Knifes     https://www.nexusmods.com/mountandblade2bannerlord/mods/3040


    picture of my launcher:
    https://picr.eu/i/IrhqH

    version:1.1.6
    1. Hey Mojo,

      THX for your picture, it's a great help here.

      Can you please send me a pic from the basefiles (Native and SandBoxCore).

      I think I have figured out what the problem might be.
      I give my ModuleDependencies the current version number to avoid system messages at game start, but here it seems to cause an error.

      Are you using Vortex to install Mods?

      Best Regards
    2. https://picr.eu/i/Ihfv9
      Vortex
      yes, I use Vortex.
    3. Hey Mojo,

      it does indeed seem to be the version number in the dependencis, in combination with your ModLauncher.

      I have created a new variant of the Mod (ModLauncher) which should work for you.

      Please let me know if it works, I will gladly create this variant for my other mods as well.

      Best Regards
    4. I'm able to activate the mod now

      https://picr.eu/i/ITriV

      I have another question, is the mod compatible with:

      Realistic Couch Lance
      https://www.nexusmods.com/mountandblade2bannerlord/mods/6103?tab=description

      Realistic Practical Holsters
      https://www.nexusmods.com/mountandblade2bannerlord/mods/5935?tab=posts

      thanks!
    5. Hey Mojo,

      great to hear it works.

      As far as i can see, there should be no issues with this Mods.

      Best Regards
  10. Pinoccio12345
    Pinoccio12345
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    From tw forum:

    "Still in the official release 1.0.0 but also previous one, imperial troops don't throw the Pilum, the problem is on the Pilum head itself from crafting pieces in native folder.

    Check in your installation folder for native folder, --> Module --> crafting_pieces.xml

    Generally the folder should be like this: C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\Native\ModuleData
    Use CTRL+F for find the Pilum:

    It should be like this:

    <CraftingPiece id="spear_blade_38"
    name="{=nr3K4od2}Pilum Head"....
    bla bla bla
    .....</BladeData>
    <Flags>
    <Flag name="BonusAgainstShield" />
    <Flag name="NotStackable"
    type="ItemFlags" /> <--- here is the PROBLEM

    </Flags>
    <Materials>
    <Material id="Iron3"
    count="1" />
    </Materials>
    </CraftingPiece>

    Just remove the bold part and they come back to throw."
    1. Gangfreak
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      Hey Pinoccio,

      thats right, this entry is the reason why they don't throw their pila.

      And this entry get's removed from this Mod.

      You should know, that after every Update this entry get's reset if you change it manually, so i made this one.

      Best Regards