Mount & Blade II: Bannerlord
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Jerezereh

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Jerezereh

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  1. Enauwek
    Enauwek
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    Is it possible to get this to work for 1.0.1
    This is so neccessary for battle realism/immersive. It needs updating for several versions of bannerlord please lol.
  2. Mayckonfilho
    Mayckonfilho
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    This mod needs update...it brings so much realism to combat...i mean you can swing your sword all day,if he give up another modder could take the front? I mean please?
  3. TheDailyXPerience
    TheDailyXPerience
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    This needs an update and needs to if it already doesn't, also work with the enemy AI as well.
  4. Awec
    Awec
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    Please update this for 1.7.1, I really want to use this mod
  5. ahleage
    ahleage
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    Unfortunately it crashes with 1.7.0 :( Is there any hope for an update of this amazing mod?
  6. Thanatos911
    Thanatos911
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    Does anyone know if this works with 1.6.3 latest stable build code?

    Stamina and Realistic battle coupled with Fluid Combat are three of the Best mod combo's I have ever had the chance to enjoy playing with. I wish Taleworlds would make this an option to turn on and off in the game without a MOD needed. They have taken so many great ideas that modders have created and added them and this really improves the game so far.

    If this isn't compatible with the latest Stable Build then please Jerezereh can you update this awesome mod thanks so much.
  7. beyondfubar
    beyondfubar
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    Seems to work on 1.6.1, but it does hide your health bar. I found a health bar UI mod and just use that.
    1. grimgorironhide8
      grimgorironhide8
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      Which mod are you using specifically?
  8. Johnithanial
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    I really like the concept of this mod! Thanks!

    Would it be possible to have a setting for crush-through that would disallow the player to crush through if low on stamina (this may already effectively be the case due to the slower attack speed, I'll have to check) and possibly separate the options for high stamina = no crush though possible on block and low stamina = always crush-though on block? (I'd personally not use the high stamina always prevents it if I could also have the player not able to crush-through if low on stamina). I had also wondered if it would be possible to have your endurance attribute increase the character stamina regeneration or modify the stamina cost of actions (To me, it would make sense that if a character has high endurance that they would be able to keep going longer) i.e. 1 Endurance = 40 stamina cost per attack, 10 Endurance = 20

    Just some thoughts, I very much appreciate the concept of the mod and I like the idea that it could limit the player character power. Thanks! 

    Edit: Just a few more unsolicited thoughts after playing a bit more (apologies if they are unwanted):

    • Would it be possible to have an increasing stamina cost to attacks in quick succession? The idea being that exerting yourself with several attacks back to back would quickly drain your stamina whereas more methodical, paced attacks would better preserve your stamina? (If this existed I would personally lower the base attack stamina cost to something relatively low and then have successive attacks cost 10,20,30 stamina more if done within a second (or two or more) of each other). 
    • What do you think of the idea of having the max stamina cap during a battle lower for each time you deplete your stamina? Each time stamina is depleted take 10% off of max recovery for the battle down to maybe a 20% recovery cap if you would keep depleting it throughout the fight. I think in my game I would personally lower stamina costs so that the recovery rate would be relatively faster but then if I exhaust my character too many times they would begin to exhaust even faster leaving them in an almost always exhausted state over a long battle. The idea would be that there is almost a 'sprint' stamina (your starting stamina) and then a 'long distance' stamina (your ability to maintain a high max stamina over the course of a fight). This is potentially where the Endurance attribute could come in, If you have a higher endurance stat it could help maintain your max stamina recovery after a depletion (maybe instead of reducing by 10% of max after a depletion it would reduce by 5% effectively giving your character more 'endurance' in the fight). 
    • Reduce movement speed once exhausted 
    Again, Thank you for your work :) 
  9. lortehjemmeside
    lortehjemmeside
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    Hey man I really enjoy this mod, but it has some recurring problems when coupled with Realistic battle mod that I also remember having back before you started updating the mod, I'm gonna highlight some of it below:

    Overall polearm/lance speeds seems pretty bugged, specifically when it comes to the debuff that occurs once you are at full stamina after prolonged battle (75% stamina ish?).  Also my max debuff is set to 60%, which means attack speed will be at 60% of full attack speed at no stamina left(right?) but is seems much slower than that here.

    I dont see if you changed any damage modifiers (maybe it is because realistic battle take swing/stab speed into account in order to calculate final damage?) but when hitting with no stamina you do max of 1 damage, example of this last guy being surrounded by troops for 1+ min before dying and this is after 20 min battle.

    I think you might need to do an alternate setting/preset in order for this mod to work correctly with realistic battle mod.

    That being said I hope you manage to work out the kinks eventually, because staimina in Bannerlord is a great idea
    1. Jerezereh
      Jerezereh
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      Thanks for the detailed report. The videos definitely help. I'll take a look into all of these.
    2. lortehjemmeside
      lortehjemmeside
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      I think I might have a clue about why this happens. I noticed after trading for a new shields that the speed rating of the shield(cavalry kite shield) was 72(which is too low). When I got into battle all attack and block animation was slow even though I'm at full stamina, afterwards I uninstalled battlestamina and the speed rating of the shield was back to 94(normal for RB mod). So I'm thinking maybe the speed debuff sometimes gets "saved" after battle and the game thinks that the debuffed speed is full speed, which could cause the slow animation issues? 

      In anycase maybe this helps
    3. Jerezereh
      Jerezereh
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      I just uploaded a fix for your issue. Turns out I wasn't resetting weapon speeds properly. So your current weapons you might have on a save won't be changed back to what they were, but from now on any weapons you use should reset to the speed they start the battle with.

      As for the issue with units doing little or no damage at the end of a battle, I'm still working on a fix. I have a couple ideas, and I'm trying to get presets in MCM to work properly. That update should be coming soon.
    4. lortehjemmeside
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      Sounds good man, will be sure to try it out when your upload it.

      On another note have you thought about allowing gradual regeneration of maximum available stamina at extended times og little to no activity(a min or 2 maybe). I'm not suggesting that stamina should be able to regen up to full again, but I feel like maximum stamina being capped at 75% after only a few swings in the beginning of the battle is abit too much.
  10. SwitchBack1991
    SwitchBack1991
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    Awesome mod but i found two issues. One is that throwables are changed, they way you attack with them the timing of that is changed and that shouldnt be changed because its not about stamina. Im talking when you have full stamina and its still different. Second issue i found sometimes after damaging and npc it gets into a loop of redrawing the same weapon he has. 

    Im running realistic battle module but your mod loaded before it or after it doenst matter. I didnt check if this issue presist without Realistic battle module.
    1. Jerezereh
      Jerezereh
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      Thanks for the report, I'll take a look into this.
    2. SwitchBack1991
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      Good, BTW i was running this while Improved combat and Realistic battle module both were enabled maybe it had something to do with it i didnt test that. Just wanted to let you know.
    3. Jerezereh
      Jerezereh
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      I have been testing with both Realistic Battle modules enabled and haven't been able to find the issue with NPCs redrawing weapons. It must be an issue with Improved Combat AI, which I don't have time to make a patch for right now. I'll make a note about incompatibility in the description.

      The weapon throwing accuracy still needs to be tweaked, I'll try to get that update out soon.
    4. MichikoUnknownFox
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      I was actually having that issue with NPCs redrawing their weapons too. It happens to the player too actually if you use a bow, and is extremely annoying because it now takes forever to attack sometimes even at full stamina. I mentioned it in my previous comment. I wasn't using Realistic Battle stuff at the time yet.

      I'm not exactly sure what triggers it but I have a feeling it's because of how this mod works fundamentally. Like you've already drawn the bow and are already aiming and then you'll do the animation of pulling another arrow out and nocking the bow again. NPCs do it too. But it doesn't happen right at the beginning, at least not all the time. Archery in real life isn't that slow even when you're tired, except maybe Kyuudo, which is more about ceremonial actions rather than practical archery. Archery in real life is actually crazy fast. Faster than even Native lets you do. The way it works right now is even with full stamina, it looks like the characters spend like 2 full seconds contemplating their actions before they even raise the bow to aim.

      I can provide video of this happening btw if it helps. I don't have any mods that modify bows or animations, and like I said it was happening even without Realistic Battle.

      It's the main issue I have with this mod right now really, and why I'm not using it for now.