Mount & Blade II: Bannerlord

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Sin of Pride

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TheSin0fPride

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70 comments

  1. TheSin0fPride
    TheSin0fPride
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    v1.0.1:

    • Fixed a crash caused by attempting to have a party's recruiting handled via the mod's mercenary logic when it is considered inactive by the game.
    • Added MCM Options for modifying army besiege AI behaviors.
    • Improved sorting of MCM Options.
    • Fixed an issue that caused a crash with mods affecting the FillPartyStacks method, such as BannerKings and FillStacks.

    v1.0.2

    • Fixed an issue causing AI parties in the player's clan to not recruit troops, which would result in appearing to idle and/or wander aimlessly.
    • Added the ability to modify maximum battlefield agents with a higher threshold than vanilla allows.

    v1.0.2.1

    • Fixed an issue preventing the player from leaving a kingdom as a mercenary.
  2. TheSin0fPride
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    I created a Discord for my mods, I'd be happy to assist you there. You can discuss, report bugs, suggest changes or new mods for me to create, and more.

    If you'd like to help support my efforts, feel free to become a patron. I don't currently have a lot of rewards to offer, but it will help me caffeinate myself while I expand Warfare further in Calradia. I'd really appreciate it! :)
  3. Kalergi
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    I have one Mercenary group that has no soldiers but dozens of armies with 0 soldiers in them. Is this normal?
    1. TheSin0fPride
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      No wounded? I've seen it in the past, it's usually mod conflict. If you can, join my discord and I can take a look over your mod list.
  4. ExpertShip64358
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    Warning for De Re Militari users: this mod uses vanilla mercenary troops that would normally be hidden in DRM which makes mercenary factions extremely powerful compared to all the other troop trees. this is not a problem with this mod nor is it the author's fault, it's just a soft incompatibility that requires a patch.

    here's the patch: https://drive.google.com/file/d/1u1g2Ba5FaFe5mlKfKEMMH9DL1_V397UL/view?usp=sharing
    1. TheSin0fPride
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      Are you meaning that mercenary troops aren't used at all in DRM? If so, there isn't much of a patch to be done on my part.
    2. ExpertShip64358
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      ofc i wasn't saying you should do it. ideally the author of drm would do it but that is unlikely, so I've made a patch for myself and I can share it with anyone who asks. I'm thinking of uploading it.

      also yeah drm hides all vanilla mercenary troops and uses custom mercenaries. warfare uses them anyway so a patch is needed for balance.
    3. Hotbite
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      would be nice :)i have no idea about bannerlord modding so im suffering
    4. hironobu01
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      im using BKCE but they spawn vanilla mercenary. is there anyway they could use the troops in BKCE?
    5. Marcolino748
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      Hi Hironobu01, 
      What is your loading order in relation to BKCE? I have experienced a crash and I am worried it may be due to the loading order and this mod
  5. megakosmo
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    here the crash starting story mode
    https://report.butr.link/CA2EAB

    FeudalWarfare is in mod list. when I turn it off - there is no crash
  6. TheVigilantWolf2
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    Hello, I still have armies of 400 sieging cities with the same amount of defenders, even when a settlement next to it is being attacked. The AI is choosing to attack a settlement it cannot take rather than defend it's own settlement next door. Is this an improvement you can tweak in an update?
    1. TheSin0fPride
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      Yeah I have a couple of "smaller" updates I'm adding in but then I will be going into a deep war AI overhaul. I'm not sure how long though, that might be my summer project at this point with how busy I've gotten on other things.
  7. BOTMushin
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    Seems to cause multiple conflicts when used in conjunction with Better Attributes, Calradian Patrols, Calradian Deserters and Fourberie.. attempting to fix through load order had no effect (game v1.2.9).

    Really wanted to take it for a spin. :(
    1. TheSin0fPride
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      Do you have some sort of crash log for me?
    2. BOTMushin
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      Should be noted that these were and are all running fine with around 90+ mods with Realm of Thrones being the overhaul, these were the 3 (should be 4 but I didn't save it) crash reports I got during my tests while making sure it wasn't a load order issue.

      - Reasons
      Source: mscorlib

      Value cannot be null. Parameter name: key

      - Inner Exception
      Source: No module

      No inner exception was thrown

      - Callstacks
      Inner exception callstack:

      No inner exception was thrown

      Outer exception callstack:
      at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
      at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
      at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
      at CalradianDeserters.Behaviors.CalradianDesertersCampaignBehavior.OnMapEventEnded(MapEvent mapEvent) in C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\Calradian-Deserters\src\CalradianDeserters\Behaviors\CalradianDesertersCampaignBehavior.cs:line 228
      at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
      at TaleWorlds.CampaignSystem.CampaignEvents.OnMapEventEnded(MapEvent mapEvent)
      at TaleWorlds.CampaignSystem.CampaignEventDispatcher.OnMapEventEnded(MapEvent mapEvent)
      at TaleWorlds.CampaignSystem.MapEvents.MapEvent.FinalizeEventAux()
      at TaleWorlds.CampaignSystem.MapEvents.MapEvent.FinishBattle()
      at TaleWorlds.CampaignSystem.MapEvents.MapEvent.Update()
      at TaleWorlds.CampaignSystem.MapEvents.MapEventManager.Tick()
      at TaleWorlds.CampaignSystem.Campaign.Tick()
      at TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(Single dt)
      at TaleWorlds.CampaignSystem.GameState.MapState.OnTick(Single dt)
      at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
      at TaleWorlds.Core.Game.OnTick(Single dt)
      at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
      at TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, Single dt)

      - Reasons
      Source: TaleWorlds.CampaignSystem

      Object reference not set to an instance of an object.

      - Inner Exception
      Source: No module

      No inner exception was thrown

      - Callstacks
      Inner exception callstack:

      No inner exception was thrown

      Outer exception callstack:
      at TaleWorlds.CampaignSystem.GameComponents.DefaultPartyTrainingModel.GetEffectiveDailyExperience(MobileParty mobileParty, TroopRosterElement troop)
      at TaleWorlds.CampaignSystem.CampaignBehaviors.MobilePartyTrainingBehavior.OnDailyTickParty(MobileParty mobileParty)
      at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
      at TaleWorlds.CampaignSystem.CampaignEvents.DailyTickParty(MobileParty mobileParty)
      at TaleWorlds.CampaignSystem.CampaignEventDispatcher.DailyTickParty(MobileParty mobileParty)
      at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicTicker`1.PeriodicTickSome(Double timeUnitsElapsed)
      at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicDailyTick()
      at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPeriodicEvents()
      at TaleWorlds.CampaignSystem.Campaign.Tick()
      at TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(Single dt)
      at TaleWorlds.CampaignSystem.GameState.MapState.OnTick(Single dt)
      at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
      at TaleWorlds.Core.Game.OnTick(Single dt)
      at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
      at TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, Single dt)

      - Reasons
      Source: TaleWorlds.CampaignSystem

      Object reference not set to an instance of an object.

      - Inner Exception
      Source: No module

      No inner exception was thrown

      - Callstacks
      Inner exception callstack:

      No inner exception was thrown

      Outer exception callstack:
      at TaleWorlds.CampaignSystem.GameComponents.DefaultPartyWageModel.GetTotalWage(MobileParty mobileParty, Boolean includeDescriptions)
      at BetterAttributes.Custom.CustomDefaultPartyWageModel.GetTotalWage(MobileParty mobileParty, Boolean includeDescriptions)
      at CalradianPatrols.Models.CustomWageModel.GetTotalWage(MobileParty mobileParty, Boolean includeDescriptions) in C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\Calradian-Patrols-V2\src\CalradianPatrolsProject\CalradianPatrols\Models\CustomWageModel.cs:line 33
      at TaleWorlds.CampaignSystem.Party.MobileParty.get_TotalWage_Patch2(MobileParty this)
      at Helpers.HeroHelper.StartRecruitingMoneyLimitForClanLeader(Hero hero)
      at TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiVisitSettlementBehavior.AiHourlyTick_Patch1(AiVisitSettlementBehavior this, MobileParty mobileParty, PartyThinkParams p)
      at TaleWorlds.CampaignSystem.MbEvent`2.InvokeList(EventHandlerRec`2 list, T1 t1, T2 t2)
      at TaleWorlds.CampaignSystem.CampaignEvents.AiHourlyTick(MobileParty party, PartyThinkParams partyThinkParams)
      at TaleWorlds.CampaignSystem.CampaignEventDispatcher.AiHourlyTick(MobileParty party, PartyThinkParams partyThinkParams)
      at TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiPartyThinkBehavior.PartyHourlyAiTick(MobileParty mobileParty)
      at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
      at TaleWorlds.CampaignSystem.CampaignEvents.TickPartialHourlyAi(MobileParty party)
      at TaleWorlds.CampaignSystem.CampaignEventDispatcher.TickPartialHourlyAi(MobileParty party)
      at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicTicker`1.PeriodicTickSome(Double timeUnitsElapsed)
      at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPartialHourlyAi()
      at TaleWorlds.CampaignSystem.Campaign.Tick()
      at TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(Single dt)
      at TaleWorlds.CampaignSystem.GameState.MapState.OnTick(Single dt)
      at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
      at TaleWorlds.Core.Game.OnTick(Single dt)
      at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
      at TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, Single dt)

      4 This one belongs to another that was also interested in Warfare.

      Bannerlord Crash Report (butr.link)
    3. BOTMushin
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      Disregard 1 as it seems to be a Calradian Deserters error.
  8. EricOctonion
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    Great mod, there's only one issue I have with it. I have a bunch of mods that add mercenaries and I created a bunch for myself, however Warfare erases all the mercs that are added by another mods. Load order does not affect this sadly. Also the names of the minor clans could be a little bit more creative, I can't differentiate one clan from another sometimes. 
    Otherwise, great mod! Sadly though I will have to wait until my personal issue with this mod is somehow addressed. I would much prefer if I could choose to keep the vanilla clans. 
  9. conway2k
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    really cool mod man, thanks. how taxing is the presence of all the additional minor clans/mercs on the recruitment pool for vassals?
  10. FemboyKota
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    That moment when I come to redownload this mod and it's literally being updated rn lol
  11. Alderouen
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    Hi, i have a problem since i have installed thid mod, when I create a group and gives him troops it joins the nearest colony or village and remains totally inactive without even recruiting they can join an army, but when the army dissolves, the group returns to the nearest colony and becomes inactive again. I've uninstalled the mod from my game and everything is back to normal. I deduce that the problem is with this one, do other people have the same problem? Is there a way to solve it?
    1. Sybec
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      I also run into this problem, have not found a solution yet.
      Other than that, this is a very cool addition and I will definately check back once it's fixed.
    2. Alderouen
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      I couldn't find it either. Yes, the mod is great and I don't know of any other with the same functionality for either army or mercenaries, but if this is the one that's causing problems for group creation, that's a real problem.
    3. TheSin0fPride
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      Have you tried with the siege AI setting disabled? I can't think of another reason this would be happening than mod conflict, but one other person has reported this so it does seem to be an issue.

      EDIT: Nevermind, issue has been resolved in 1.0.2. Thanks for reporting!
  12. Maybit
    Maybit
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    Hey, is there somewhere to actually read about your mod in more detail? There's some features in the description like the mercenaries overhaul for example that don't provide enough info.
    1. TheSin0fPride
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