Mount & Blade II: Bannerlord
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TheMageLord

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Pbpro

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TML Tweak Mod
by TheMageLord aka pbpro aka Paul

Every aspect begins disabled and will not affect anything if turned off. Use MCM's Mod Options screen to adjust settings and enable tweaks.

This mod Harmony patches the following:
Postfix overriding result DefaultCharacterDevelopmentModel.get_LevelsPerAttributePoint - TMLLevelsPerAttribute
Postfix overriding result DefaultCharacterDevelopmentModel.get_FocusPointsPerLevel - TMLFocusPerLevel
Postfix overriding result DefaultSmithingModel.GetRefiningFormulas - TMLEnableRefiningFormulas
Postfix dividing result DefaultSmithingModel.ResearchPointsNeedForNewPart - TMLFasterParts
Postfix modifying result DefaultSmithingModel.GetModifierTierForSmithedWeapon - TMLAlwaysCraftBest
Postfix adding xp in MobileParty.DailyTick - TMLCaravanPatch
Prefix overriding input SecondPhase.IncreaseConspiracyStrength - TMLNoConspiracy
Postfix overriding DefaultSmithingModel.GetEnergyCostForSmelting - TMLNoStamUse
Postfix overriding DefaultSmithingModel.GetEnergyCostForRefining
Postfix overriding DefaultSmithingModel.GetEnergyCostForSmithing
Prefix overriding CraftingCampaignBehavior.HourlyTick -TMLRegenOutside
Prefix overriding DefaultItemValueModel.GetEquipmentValueFromTier - TMLValuePatch
Postfix adding to result of DefaultPartySizeLimitModel.CalculateMobilePartyMemberSizeLimit - TMLCaravanPatch, TMLPartySizeBonus, TMLLordRespawnTroops, TMLGlobalPartySize
Postfix overriding DefaultWorkshopModel.GetMaxWorkshopCountForPlayer - TMLBaseWorkshop, TMLWorkshopPerLvl
Postfix adding to DefaultClanTierModel.GetPartyLimitForTier - TMLBaseParty, TMLPartyPerLvl
Postfix overriding DefaultClanTierModel.GetCompanionLimitForTier - TMLBaseCompanion, TMLCompanionPerLvl
Postfix overriding CraftingCampaignBehavior.IsOpened - TMLUnlockParts
Prefix overriding DefaultSettlementMilitiaModel.CalculateMilitiaChange - TMLMilitiaBonus
Prefix multiplying variable in Hero.AddSkillXp - TMLHeroXP
Prefix multiplying variable in TroopRoster.AddXpToTroopAtIndex - TMLTroopXP
Postfix modifying result of DefaultSettlementProsperityModel.CalculateProsperityChange - TMLProsperityPatch
Prefix overriding CombatStatCalculator.ComputeRawDamageNew - TMLArmorPatch
Postfix overriding DefaultTroopSacrificeModel.GetLostTroopCount - TMLSiegeLoss
Prefix changing input for DefaultCombatXPModel.GetXpFromHit - TMLPracticeXP
Postfix modifying variable after MapInfoVM.UpdatePlayerInfo - TMLDailyFood
Prefix replacing CharacterCreationMenu.ApplyFinalEffect - TMLFreeCreation
Postfix setting initial skill values after FirstPhaseCampaignBehavior.SelectClanName - TMLFreeCreation

And Overrides:
DefaultSettlementGarrisonModel - TMLNoStarve

FAQ:

Q. Help! My game crashes on start!
A. Check the following:
1). Did you unblock all the dlls in bin\Win64_Shipping_Client? Not doing this will cause a crash.
2). Have you tried booting with only this mod selected? This will quickly narrow down if it's this mod or another causing the crash.
3). You can try disabling pieces of the mod by changing the values to false or the default number in the options screen. If part of this mod is causing a crash, please let me know!

Q. Help! My game crashes randomly!
A. This mod uses a few DailyTick patches, which could potentially cause a crash to happen while passing time on the world map. If your game is randomly crashing, try running the save with only this mod enabled. If it still crashes, let me know so I can track it down!

Q. Help! Part of this mod isn't working!
A. Did you edit the Config.xml file to enable the parts of the mod that you want? The mod will do absolutely nothing if the Config.xml file hasn't been changed or is missing. If you didn't get an error message and have the Config file set properly, it's likely that another mod is overriding this one.

Q. Help! This mod is breaking another mod!
A. This mod is probably not compatible with mods that replace the methods listed above. If you would prefer the functionality of another mod, use the mod options to disable the part of the mod that is conflicting with the mod in question. Once disabled, the code will not fire and compatibility will be restored. Patches which simply add to the result of something will likely be compatible, but may produce unexpected results.

Q. Can you make a mod that does XYZ?
A. Ask in the discussion section of this mod. If I have the time and inclination, I might add it to this mod. I do this as a hobby with limited free time, so no promises!


Changelog:
0.1.0:
Initial release.

0.1.1:
Added fix for leadership perks Raise the Meek and Combat Tips. Default enabled.
If enabled, this gives XP to each individual troop instead of just once per stack.
It has also been modified so that they can stack with one another (but not multiple of same type).
Note that this affects the player and the AI, so both you and your enemies will have better troops.
Adjusted the modifier and faster research patches to alter existing code less for better forward compatibility.
Added option to regenerate stamina outside settlements. Default enabled.
Added infinite stamina option. Default disabled.
Integrated MBOptionScreen.

0.1.2:
Added fix for garrison buildings to give xp per troop instead of per stack. Default enabled.
Moved leadership perk fix to a prefix patch so upgrading troops only needs to be called once.
Added option to disable garrison starvation. They still use food. Default true.
Added option to set # of troops you fight in a hideout. The rest will show up at the end with the boss, where you can duel to avoid fighting them. Winning the duel simply kicks the remaining parties out of the hideout. Default disabled.
Added option to set # of troops you bring to a hideout. Defaults to 9 (disabled).
Added an item value rebalance. Old formula: (3 ^ item tier). New formula: (2 ^ item tier)*(item tier + 1). The result is low tier items are slightly more expensive, tier 4 items are about the same, and higher tier items are cheaper. Top tier items are less than 1/2 the price.

0.1.3:
Added a cultural bonus fix. I realized the current ones are being initialized as a percentage and then applied as if they were a whole number. So it sets it as 0.2 for a 20% bonus, then applies it as if expecting a 20 (divides it by 100 before adding the bonus). This fix applies to Vlandian XP bonus, Empire construction speed bonus, Khuzait cavalry speed bonus, and Battanian forest speed. Note that under current implementation, the Khuzait bonus is 10% faster period and the Battanian is 10% faster in forests unless you also apply the speed bonus fix.
The old Fix Speed Feats option updated to override the Khuzait bonus to be 10% more cavalry bonus in addition to the 10% less forest penalty that it always did.
Renamed feats to culture bonuses in options to clear up confusion (culture bonuses are registered as feats in the game files).
Added a caravan patch. Caravans now get size from stewardship. Caravans get the same size bonus as other parties (1/4 stewardship). Caravan leaders also get stewardship and trade XP for running the caravan. Stewardship gain is about the same as a similar sized regular party. Trade XP is 1/5 the profit the caravan is making. Trade XP for the owner is 1/25 the profit made.
Added some additional null checks to prevent potential crashes. My apologies if anyone experienced crashes in the prior version.

0.1.4:
Added Workshop, Companion, and Party limit adjustment options.
Added a player clan party size bonus option. This applies to all your parties, caravans included.
Added option to ignore part unlock requirements. You will still unlock parts in the save normally, it will simply let you craft anything even if the part isn't unlocked.

0.1.5:
Added global Hero and Troop XP bonus options. These are percentage bonuses, so 100 = 2x and 900 = 10x experience. Add as little as 1% or as much as 900%. They apply globally to all troops and all heroes. Set to 0 to disable them.
Added global militia bonus. This is a percentage bonus to all militia growth. As above, 100 = 2x and 900 = 10x militia growth. Militias will start as usual and grow to a new equilibrium based on this multiplier. This also affects villages, making raiding them a little harder.
Added a bug fix to allow militias to be reduced (by retiring or starvation). While testing the above patch I happened to notice that militias can't starve, since negative growth gets set to 0 before it actually applies.

0.1.6:
Added a prosperity patch. This increases negative prosperity by a power of 1.3 (max of 5% of the total town prosperity) and starts reducing prosperity due to a food shortage before starvation actually sets in. Only applies when settlements are not under siege.
Added a slider for footmen on horses speed bonus, from 0.3 (default) to 0.6 (same as mounted troops). Requires the culture speed bonus patch to be applied.

0.1.7:
Added an extra null check to militia starve patch to try and fix a crash.

0.1.8:
Added settings to adjust refining recipe output. Defaults are what I had initially set them as.
Added setting to allow garrisons to starve during sieges.

0.2.0:
Removed the feat patch since 1.3.0 beta fixed this.
Adjusted mod for the 1.3.0 beta. Not to be used on prior versions.

0.2.1:
Adjusted default values to be nothing enabled, for those who want to quickly turn everything off and just enable what is wanted.
Added options to adjust Leadership perks and Training ground XP rate. From 1x to 10x.
Added option to enter/exit sieges freely. This simply sets the # of troops lost on these actions to 0.
Split Caravan Size from Stewardship out from Caravan Skill Gain. Now it's two separate options. Caravan Size is from 0 to 100% of the default stewardship bonus to parties.
Added an armor patch for those who want to customize how armor works. Right now, all the settings are on default. The armor formula works like this:
1.) All damage gets multiplied by a base reduction level. This level is (100 / 100 + armor level). So 50 armor reduces damage by 1/3 on default numbers. This can be changed in Armor Ratio Modifier setting now. A setting of 50 would mean an armor level of 50 would reduce damage by half.
2.) Based on the damage type, armor then offers a flat reduction. By default this is 0.5 per armor for slash, 0.33 per armor for pierce, and 0 for blunt. Then a portion of damage bypasses this reduction so that at least some damage gets through for every hit. By default this is 10% for slash, 25% for pierce, and 100% for blunt. All of these numbers can be changed in the Reduction and Bypass values in settings.
Happy armor modding!

0.2.2:
Updated MBOptionScreen to 2.0.8. Also adjusted a few settings to be more user friendly. Check your mod settings, some of them will need to be set again.
Changed focus per level to a checkbox that gives 2 focus per level, since any number higher than 2 breaks the game now.
Added tweak to prevent lords from getting their free 25% troops when they respawn for those who want it. Note that this will likely make faction snowballing worse, as the losing side won't get magic troops out of nowhere, but it will help prevent lords from smashing into you repeatedly during the same siege since they have to recruit from 0.

0.2.3:
Added Full XP from tournaments and practice option. Just treats them as battles so it's 100% instead of 1/3 or 1/16.
Added a days remaining food display option. Main number shows days remaining instead of total, hover still shows total.
Added settlement and noble issue multipliers. This increases the cap on current existing issues in the world. The game can still run out of potential issues to give even below this cap, and this doesn't fix the bug that makes issues repeat themselves (IE, same guy has daughter running off over and over).
Added a limit to the amount issues can affect things. 0 means they don't affect the settlement at all. Meant to use in combination with increased issue limits to combat the potentially crazy swings in prosperity and such (while testing, I saw towns full of issues with -7 prosperity, and with max issues set high they all have a lot of unsolved issues). 1 or 2 is probably a reasonable number.
UpdatedMBOptionScreen to 2.0.10. This should fix all of the issues with compatibility between versions of MBOptionScreen. Thanks to Aragas for updating that!

0.2.4:
Updated to newest version of the Mod Configuration Menu (previously MBOptionScreen).
Removed the militia reduction fix since that was fixed in the patch.
Updated tweaks so that they should be compatible with 1.4.0.

0.3.0:
Updated to Bannerlord 1.5.4. Removed all the bug fixes, since they were all fixed in patches. Some other options also removed due to changes making them incompatible.
Temporarily removed Mod Configuration Menu and replaced it with a config.xml file. Once Mod Configuration Menu is working with 1.5.4 I will add it back. Until then, you have the clunky config file to edit.

0.3.1:
Added Mod Configuration Menu back in.

0.3.2:
Upon request, split the MCM and standalone releases and began maintaining both.
The MCM version will lag behind on this initial release, as I began integrating MCM v4 before the docs for it were out and until I finalize that part I can't make another MCM release.
Changed the item value patch and lord respawn amount to be adjustable. New item value patch is simply (# ^ Item Tier). Lord respawn troops is 25% per number, so 0 is none, 2 is 50%, 4 is 100%, etc.
Added a global party size setting. This multiplies everything that references CalculateMobilePartyMemberSizeLimit, which seems to be everything except bandit parties.
Added a new option for freeform character creation. All attribute and focus points will start unassigned. Once you select your clan name (after tutorial, or after leaving training grounds) you will be assigned starting skills based on the focus points you assigned. Make sure you assign the focus points before this or you won't receive the starting skills. The starting choices still affect your starter gear and traits.
As part of the freeform creation, I went ahead and fixed the bug with traits that makes them disappear. This only applies if the freeform creation is enabled, but I may split this out if people ask for it.
If you are updating from 0.3.0 standalone, you must use the new config file or add in values for TMLValuePatchNum, TMLLordRespawnTroops, TMLGlobalPartySize, and TMLFreeCreation to make use of those features.