I've played around with the settings and made looter parties that get well over 800 strong which can be a lot of fun to just mow em all down, but the actual bandit parties show up much less frequently and rarely over 100. Anything I'm doing wrong with the configuration to get more and larger proper bandit parties?
Hi, I'm trying out Improved Minor Factions and trying to ascertain compatibility with Adjustable Bandits. The log below appears but regardless of load order, there seems to be no crash/conflict using the two together. In fact, AB seems to have no effect whatsoever on IMF's hideouts.
Is it because of AB's custom BanditsDensityModel? Probably good because it means no conflict, but on the other hand, I can't use AB to increase my troop numbers for IMF hideout raids.
Never seen that error before. I assume both mods replace the BanditsDensityModel and are therefore incompatible. Using them together probably makes one of them not function properly or at all.
When I move IMF below AB, the error doesn't appear. Still, regardless of load order both are functioning, only that AB settings has no effect on IMF's hideouts.
@potapjr. IMF mod spawns hideouts for the minor factions such as Lake Rats, Hidden Hand, etc. The no. of bandits in these hideout or the troops you can bring in the raid or any other settings in Adjustable Bandits don't seem to have an effect on the IMF hideouts. Notwithstanding, AB settings work perfectly on vanilla bandit hideouts.
Adjustable Bandits doesn't affect Improved Minor Factions because this mod uses its own Hideout battle models instead of using the bandit hideout models. - slelyukh, IMF author
Regular crashes with this mod. It feels like the game crashes when the mod spawns a large group of enemies. I tried to play with the values x3-5 size of bandit parties, x150-200 number of groups in the world.
Are you using any other mods besides this one? Anything that adds new bandits or modifies them in any way? Sounds more like a bug caused by something else, but if you posted the Exceptions from the crash window, that'd be helpful in figuring out what might be the issue.
The game does not display any error windows, it just crashes to the desktop when you move around the map. Mods: OpenSourceArmory AgricultureEstate ShowTraitExp Diplomacy
At the moment I am playing with the Increased Bandit Party Size mod, edited the values myself, set all groups to ~30-50, the game does not crash with it.
Bro, I apologize for my complaint about crashes due to the mod. Perhaps they happened because I installed the mod already in the current campaign. BUT, I started a new campaign - no crashes. Groups of bandits 300 freaks - yes, baby. But, yes, this is interesting only in the early part of the campaign, when there is a global war, it is better to return the values to vanilla.
Tbh, I didn't look into it, as I couldn't think of what may have caused it. You didn't have Increased Bandit Party Size active at the same time? Or did you disable it to enable this mod? etc. Lots of possible causes for crashes in Bannerlord, pretty much impossible to pinpoint what caused the crash without a lot of testing. Either way, good to hear that it works in a new save.
Masses of bandits really hamper the factions a lot, I noticed that when increasing the bandits a bit too much, there would never be any wars, so I advise moderation. Really would need a mod to counter-balance it by increasing villager/caravan party sizes and the party size with which lords spawn...
I went in and made villager groups 75-125 and caravans 75-125 so it offsets proportionally to the increased bandit group sizes...bigger battles, less faction drain...more epicness :P
No. The character leveling XP curve is always different from the one used in vanilla (there are two options available). Don't really remember it, since I reworked the mod a few times over time before publishing it, but I think the skill learning rate/limit is also not exactly the same as in vanilla. I took inspiration from another discontinued mod, to my own liking, but with the many settings available it should be balancable to most people's desires.
Well, guess I shouldn't write replies when very tired. Seems like I get confused by my own mods...
47 comments
I play in 1.2.9
ModList:
-Harmony
-BetterLootingLooters
-Butterlib
-UIExtenderEx
-MCM
-ScatterArroundExpanded
-Adjustable Bandits
If someone has an idea
Is it because of AB's custom BanditsDensityModel? Probably good because it means no conflict, but on the other hand, I can't use AB to increase my troop numbers for IMF hideout raids.
Is it safe to ignore above log?
Using them together probably makes one of them not function properly or at all.
I guess that confirms no conflict.
I tried to play with the values x3-5 size of bandit parties, x150-200 number of groups in the world.
Sounds more like a bug caused by something else, but if you posted the Exceptions from the crash window, that'd be helpful in figuring out what might be the issue.
Mods:
OpenSourceArmory
AgricultureEstate
ShowTraitExp
Diplomacy
At the moment I am playing with the Increased Bandit Party Size mod, edited the values myself, set all groups to ~30-50, the game does not crash with it.
BUT, I started a new campaign - no crashes. Groups of bandits 300 freaks - yes, baby.
But, yes, this is interesting only in the early part of the campaign, when there is a global war, it is better to return the values to vanilla.
You didn't have Increased Bandit Party Size active at the same time? Or did you disable it to enable this mod? etc.
Lots of possible causes for crashes in Bannerlord, pretty much impossible to pinpoint what caused the crash without a lot of testing.
Either way, good to hear that it works in a new save.
Masses of bandits really hamper the factions a lot, I noticed that when increasing the bandits a bit too much, there would never be any wars, so I advise moderation.
Really would need a mod to counter-balance it by increasing villager/caravan party sizes and the party size with which lords spawn...
well maybe next playthrough i will test this mod
edit: its safe to install mid playtrough
Does "remove all bandit parties" get rid of all bandits permanently or just the ones that have spawned, allowing other bandit parties to spawn after?
Though I believe it doesn't remove bandit parties that have named prisoners.
No.
Well, guess I shouldn't write replies when very tired. Seems like I get confused by my own mods...The character leveling XP curve is always different from the one used in vanilla (there are two options available).
Don't really remember it, since I reworked the mod a few times over time before publishing it, but I think the skill learning rate/limit is also not exactly the same as in vanilla.
I took inspiration from another discontinued mod, to my own liking, but with the many settings available it should be balancable to most people's desires.