Mount & Blade II: Bannerlord
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Syrus

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Sevydos

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23 comments

  1. hotrashHottrash
    hotrashHottrash
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    How to use the mod?
  2. InvoAngelus
    InvoAngelus
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    Just curious but not really crucial, does Part Research Modifier affect the gain rate for free build mode? Ie. When Part Research Modifier is 200% and Free Build Part.. is 10%, is the free build mode 10% of 200% or 10% of the original default rate? 
    1. Sevydos
      Sevydos
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      10% of 200% - the free build factor is applied after the experience is calculated and modified.
  3. light6486
    light6486
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    Played 300 days with this mod. Enabled 40.7kk option. Currently I'm 29 lvl and I really enjoy the progression with this mod. I paired it with Arena Overhaul for more exp (33%->66%) and late game rewards and it feels like perfect bannerlord to me. Slower leveling in the beginning makes progression a lot smoother and overall with this mod the game finally feels great.

    Sometimes it's kinda slow, especially noticeable on companions, but if you get them past 100 1h-2h skill they'll be able to level up
    in arena with you. The thing I like the most about this mod design is how attribute points are no longer a bottleneck for your build. You can get to 300 skill by spending 5 focus points. It's just so much better than vanilla in terms of game design. It feels right and it's how it should have been in the base game, attribute points are still very valuable for their XP boost and past 300 limit so it's a win-win and just perfectly balanced. (As all things should be)

    Description is detailed and I like it, but it may be overwhelming for some people, I think it needs a bigger 'Overview' section in the beginning.

    But yeah, in my opinion this is the best XP mod. I've been using so many of them since early access and all of them had some problems that can't be tweaked, but not this one. The smooth lvl progression it brings just feels right. Really appreciate that you uploaded this gem on nexus man, amazing.
  4. PGamer707
    PGamer707
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    Very interested to try this mod out! Can you tell me what settings to use for the Skill Leveling section to recreate the base game skill learning limits? I want to make some small tweaks to the base game system and so I want to start at baseline. Thanks!
  5. 868186811
    868186811
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    HI  WHAT CAN I DO IF I WANT TO THIS MOD ONLY WORK ON ME NOT THE OTHERS . THANKS FOR YOUR HARDWORK.
  6. junwoo
    junwoo
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    What is the maximum skill level that can be raised? 330?
    1. mrsathletic
      mrsathletic
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      In Vanilla yes.
  7. Wsnbbhnyy
    Wsnbbhnyy
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    My brother, please increase the maximum skill level limit. I met an NPC with a one-handed skill of up to 400 and hacked me to death with a single sword.
  8. quayron
    quayron
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    can this mod be added/removed  mid game/save ?

    also can you tell me how this mod works with "xp tweaks mod" ? i run bot without any crash or anything bvut i dont know which one overrides the other one or do the meant to work together can you please help me ? 
    1. Sevydos
      Sevydos
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      Yes, but (!) with side effects.
      When adding/removing this mod, it will affect your character level progress, as the learning curve for your character level is much lower towards the end compared to vanilla - as in, you need a lot less XP to reach a higher level, since the vanilla calculation makes leveling up nigh-impossible at some point. My "solution" to this problem is to simply set your leveling progress to "mid-way" if my mod detects you having way more XP than you should for your current level. Removing this mod will cause the opposite, putting your character level progress way below your current level, for example.
      There may also be other sideeffects. While it should not break the save, I cannot guarantee safe adding/removing mid game.

      I always recommend making a backup save when adding mods, especially ones that modify persistent things, like skills and levels.


      I do not know xp tweaks, but if you run two mods modifying the same thing, one or the other will apply - which one does is hard to tell and can depend on implementation and/or load order. I made my mod without taking xp tweaks into consideration, so there is neither guarantee nor intention for compatibility. From a very quick look at it, I do not consider it a good idea to run both at the same time.
  9. HoySama
    HoySama
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    Can u plzz add an option that set max lvl for skill up to 1024?
  10. Cassilias1
    Cassilias1
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    Hi Sevydos!

    Can you please tell me if a mod that disables troop upgrade is possible, to be disabled for the player and AI ?
    The player can choose not to upgrade and use troops as they are, but the AI will always upgrade...

    Am asking because I am looking for a campaign where troops do not upgrade, just spawn once in a while random from T1 to T6, and what you get is what you get, so take care of the T6 since they will be the more rare, T1 will spawn more often and will get more rare as the tier gets higher, somethign like that.

    Thanks and great mods by the way! 😉
    1. Sevydos
      Sevydos
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      Getting lots of interesting suggestions, wish I had the time to implement them.
      Is it possible? I can't think of a reason why it shouldn't be.

      A mod like that would also do well to have settings to adjust spawn rates of different soldier tiers, otherwise everyone would run around with nothing but recruits.
      Someone also requested adjusting the spawn rate of recruitable troops - another thing that could be included in such a mod.
      Same with the party size with which lords will respawn. (If I remember that correctly.)

      Again, wish I had the time to make that.
    2. Cassilias1
      Cassilias1
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      Thanks for the reply! 😉

      Yes, "free" time is something that the older we get, the more scarce it is... it fully understand... do what you can whenever you can but make it fun for you, as this is the most important thing, you also only live once, don't make it a chore! 😉

      A slider to adjust spawn rate per tier would be cool, otherwise like you said, recruit everywhere..., or randomized within the code, no sliders, just written in the code a decent spawn rate for T1 (very common)... to T6 (very rare), whatever is more simple to implement.

      Bannerlord Levies mod by axossk has an adjustable spawn rate for village and town recruits, in the form of a divisor, it works with the vanilla troops also, and that same mod has integrated an FillStacks option, where you can choose with how many troops Lords respawn. You could take a look at that mod and could help with the progress faster if you would like to make a similar mod.

      In my recent playthrough in a nutshel, I use the spawn rate divisor from Bannerlord Levies mod to stop the Ai from making infinite doom stacks, and to make sure a lost battle is felt by the AI somewhat; and I use your Adjustable Bandits mod to make bandits just scarce enough to go and search for bandits and use them as my starting force until I can fight some Lords and get regular troops. But now what I found out is that since the Ai cannot get infinite troops like it was used to (and bandits are also scarce for them), they will go and recruit mercenary troops from taverns like crazy (or how they get mercenary troops from...) and it seems almost half on their roster is mercenary now... and wanted a mod to adjust the spawn rate of mercenary troops also, or even stop them from spawning altogether if possible (they are bad anyway).

      Could it be possible for you to make a mod to adjust the spawn rate of mercenaries, or simply disable them from the game, so that Ai lords cannot find any?

      And the idea from my initial comment, the one with troops not upgrading (not even peasant, looters, mercenaries, soldiers, no one) and have a spawn chance for T1 troops (very common) to T6 (very rare) to find them in villages and towns, it something I find interesting but again no mod to help with this...

      Thanks Sevydos! 😉