Mount & Blade II: Bannerlord
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  1. SgtLovejoy
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    Unit changes between 1.4.0 and 1.4.1: https://skulldrinker.com/e1.4.0__e1.4.1.diff

    I may put together a version of this mod incorporating the changes for my own personal use and link it here since this seems to be abandoned.
    1. SgtLovejoy
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      Updated this mod for my own personal use, deleting unnecessary fixes and updating existing fixes to incorporate balance changes made by Taleworlds. It is a lot less necessary than it had been in previous versions with many units having been touched up in some way by Taleworlds. Over half of the remaining fixes are to caravan troops or minor clan troops. The only additional fixes I made are the normalization of the skill progression for the Aserai noble troop tree as they previously progressed somewhat randomly. They now prioritize polearm, one handed and riding, and then throwing in that order.

      https://pastebin.com/ELPQ2WFy

      Feel free to copypaste this into your own unitfixcharacters.xml (if you download the pastebin make sure you save it as an .xml and not a .txt file). No guarantees I'll keep updating this but if there are any problems feel free to PM me. It is unlikely I'll be checking this comment section.
    2. xomochix
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      GJ!
    3. fonv123
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      Thanks brother, stay healthy out there :)
    4. MannaroxNexus
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      thanks!
    5. legacyguy
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      Sweet! Thanks!
  2. Zedrichd26
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    Hey everyone i'd ask the mod creator but like mentioned below seems like he abandoned the mod / is waiting till they slow down their patches.

    I was looking to change stats of in game troops to better implement my changes on ranged weapons My problem is I don't see any Ranged character templates in the file SPNpccharactertemplate.xml - when looked at ALL of the characters are linked to "NPCCharacter.infantry_heavyinfantry_level(X)_template_skills"
    None are linked to Cav/horse cavs or even ranged skrimishers. Which another question is Where are the ranged troops?I didnt see any for Ranged troops besides skirmishers which usually means they have high throwing skill or i thought. While looking in the SpnpcCharacter.xml There is None for throwing only ranged? but its labled at skrimishers.

    I already made changes to my weapons. Now i just want to change the stats of the Ranged characters that use the weapons.

    What im currently doing is making it so Ranged weapons actually have a difficulty requirement instead of just oh you can use the best bow at a low level of 120... and the 2nd best at 90. My changes make it so you need skill of 250 for The Noble longbow and 200 for the nobleshortbow each with clear advantages - long bow has higher speed and can shoot farther with slightly less accuracy and damage while the shortbow has lower speed but higher accuracy / damage. with this implemented to all tiers in changes. I know i could use unitstats xml file But it doesnt have ALL the units. and most troop mods add their own troops while slightly changing existing ones. once again i still need the full unit list so i can Change what i need to which troops. The ONLY reason i need this is bc They can still use the weapon but if they go into melee they can no longer equip the weapon. I think? If not then awesome i can keep the stats the same.

    Thank you for your reply and help to anyone messing with these files.
    1. Verdigo
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      By higher speed do you mean projectile speed or the time it takes to draw the bow back? It takes a not-insignificant amount of strength to even use a longbow compared to a shortbow. Why would it have lower accuracy and damage? A higher velocity projectile is going to be more accurate at range than a slower one and have higher damage output. Those attributes are linked because e=mc². Speed being the most important part of that equation. The default accuracy of the longbow is pretty close to a real life example if not less accurate. The range at which archers draw their bows and fire in game is well within the accurate range of a longbow. The skill component is knowing how high to aim to get the range you want. That comes with time. Once you figure that out you can land accurate shots at range just like in real life. The skill level for Bows should only represent the archer's initial ability to draw a bow the correct length to cause the intended amount of damage. After that the higher it gets the faster you can draw. The only advantage a short bow has in warfare is that it is smaller, lighter, easier to wield and since it has a shorter draw length you can fire more arrows in the same time span as a longbow.. Even that is not always true because a shortbow can be made more stiff to be just as hard to pull as a longbow, to a point based on materials used to make the bow, but a long bow is always going to have a longer draw length. The same force applied at a longer draw length is always going to make for a faster projectile thus doing more damage and having a longer range.

      What I'm trying to say is that the only thing a higher level should affect when it comes to the longbow is that the higher the level the faster the draw because if you can't draw the bow back far enough to be useful in the first place then the bow is useless and you can't use it. Let it be usable at a low level and make it draw slower with draw speed improving with level gain. In real life you don't "upgrade" your weapon over time. You train with the weapon you intend to use

      Another thing is that there really isn't a such thing as an inaccurate bow. If it's cracked or poorly made sure then it won't be able to get anywhere near the correct force to do damage without breaking further but this game doesn't have a durability system so... At any rate, grinding with the bow is still tedious.
    2. Zedrichd26
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      Okay so if your Correct about the equation. if i Would increase the Projectile speed without decreasing the damage. The damage output would become WAY more then intended. So if you increase one you have to decrease the other. Other then that Only things i changed were Projectile speed accuracy and damage.
      THE only reason i reduced accuracy on the bows is because Shooting an arrow further with higher projectile speed and same accuracy would give a HUGE advantage. I only wanted to make clear Bow changes Per Tier of weapon.

      Also i'd like to thank you for not even answering my question and literally just going off on how i was doing things wrong and not historical with my bow changes. I'd like to point out even if i did lower the accuracy of a bow I Increased the difficulty to use the bow instead of a teir 3 requiring 30 its now 50 and a tier 4 bow was 60 now its 100. with tier 5 being 90 its now 150+ depending on damage and projectile speed. With these changes any Reduction to accuracy wont matter bc your BOW skill will be higher and you'll have higher accuracy and damage from your skill. So thank you on your input i believed i balanced it out correctly i just havnt been able to test it yet because I didnt think my troops would be able to switch to the bows. that they have equipped. I'd Like to know the actual damage calculation that the game uses for bow/ crossbow damage, but bc i don't know what the equation is IN GAME Not real life i need testing.

      The only thing i got useful out of your reply was that i need to look into damage calculations to better evaluate where to put the Difficulty/ skill lvl to use said bows. Thanks for your time and input it gave me a better idea of what i'd want to do. But gave no actual answer to my question. - IF i knew how to mod with the tools they gave me i might of even looked on how to increase draw speed with the bow skill but as i have no idea how to do that. I'm only adjusting files that i know i can change
    3. SgtLovejoy
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      So, I only ask this because I haven't tested the problem you describe, but are you certain units won't use a weapon they have assigned to them when their skill level is insufficient? You can test this by ordering the unit to hold fire and then fire at will. If they take their bows back out they're fine and none of this is necessary.

      Moving on to what I hope will answer your questions, first I'll address templates. There are no templates specifically for archers or horse archers. Most such units do not have an entry specifying a template. Some do like the imperial archer line but many do not, so if your hope is to modify all bow using troops through a template you'd have to manually add templates entries to said troops lacking them in the aforementioned file, and then create a custom template specifying your preferred changes. This however wouldn't actually change anything for the vanilla bow users as all of them have a bow skill specified in spnpcharacters.xml. This skill entry overwrites whatever skills are assigned by their template (which is why you see some archers using the skirmisher template but not having 130 throwing in game). In short, templates are not the way to go for what I think you're trying to do.

      Second, given my understanding of what you've written, you have already looked in spnpccharacters.xml as you noted how template entries are assigned. This is the file that contains all unit data from which you can copy paste the units you desire to modify to an xml in your own module. You would have to do the same to any unit mods that contain troops you wish to increase the stats of. I'm assuming you know how to make a module and are not modifying the base game files. If anything I've said is unclear you can send me a PM.
  3. buckZilla
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    I remember when this was my MVP MOD. So sad.
    1. DREADLORDxxx
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      Are you using Armies of Calradia now?
  4. DREADLORDxxx
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    Is this mod compatible with Unit Stat Fixes?

    https://www.nexusmods.com/mountandblade2bannerlord/mods/1224?tab=files
  5. Idleness
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    Anyone have a chance to do some analysis on these changes WRT beta 1.4? I'm wondering if they've had to chance put out some of the fixes that are so obviously required or will I need to keep using this mod?
    1. SgtLovejoy
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      A user on reddit created a handy tool that shows stat changes for troops between major patches. According to that there is no difference between 1.3.0 and 1.4.0 as far as stats goes, so this mod should still be functional and necessary.

      https://www.reddit.com/r/mountandblade/comments/gfe169/bannerlord_early_access_beta_branch_140_patch/fpt5a5l/
    2. Idleness
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      Thanks for the reply!
    3. Kasumifu
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      Ty.
  6. Danirother13
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    In this mod the batanian fian champion has a two handed sword? Beacuse in vanilla they have a one handed sword. This is obviously a bug.
    1. djsdhjasdhja
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      No, batanian fian champion has two handed sword in vanilla
  7. NjordHalfhand
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    Reinstalled latest version but Khuzait Heavy Lancer is showing all those stats in 20's so I assume even though I have the mod installed it's not working for some reason. I have no other mods that effect Khuzaits running. Just some Sturgian.
    1. dlaskas
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      if you have 2 mods that alter the same xml file, then the one that loads later in the launcher is the one that gets used.
      so if your sturgian units mod is further down the list than this one, the game will use that one and this gets disregarded.
    2. NjordHalfhand
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      Any method of changing the loading order without using a mod that's going to surely break my saves and/or break my game at some point. Is there any way to change the loading order in Vortex or with the default game launcher? I have read up on the two most popular mod launchers and both have intermittent issues causing problems for users.

      Sturgian Troops Redone i think is messing with Units Fix mod but if I remove the Sturgian Redone mod my save game won't load...

      Edit/UPDATE: "Fixed Launcher" mod's "Sort Mods" feature seems to have fixed the issue of this mod not working. The only way i know it's working is that my Khuzait Heavy Lancers finally have fixed stats!

      You might want to recommend Fixed Launcher on the description page. If it's already there I missed it somehow.
    3. dlaskas
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      fixed launcher is a must. the only problem it had was that you had to reapply the files after every update.. that's been fixed a while ago so now it really is mandatory hah. i think the problems were because people didn't know where to put the files and folders.

      you could also use this as a non module version ofc.. you'd have to download and update the 2.5 version spnpccharacters.xml with values from the latest version of this mod, but then there'd be no incompatibilities.
      i merged like 5 mods into one that way.. takes a while, but it's not that hard if you use notepad++ and diffchecker online.
      it also just works (if you don't make typos and make backups) so i prefer it to modular versions of mods that only change xml files :)
  8. catalystparadox77
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    I've noticed that a couple of the unique heavy cavalry trees (Highwaymen/Squires to Vlandian Banner Knights, and Equites to Cataphracts definitely, possibly others) require a War Horse in the upgrade path more than once, which seems bizarre and illogical. Is this something that can be fixed?
    1. dlaskas
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      yes, but it requires modifying some native files outside of this mod, namely the bandits.xml file in modules\sandbox\moduledata and spnpccharacters.xml in modules\sandboxcore\moduledata.
      yes, they're native files, but you can make backups. if you use notepad++ (it's free), you can hardly f*** up.. and the code itself makes it obvious what unit the lines belong to.. you only have to change a couple of lines, also:
      upgrade_requires="ItemCategory.war_horse"toupgrade_requires="ItemCategory.horse"or just delete it completely where applicable.
      <equipment slot="Horse" id="Item.t2_empire_horse" />to<equipment slot="Horse" id="Item.aserai_horse" />ofc, the horse name and tier is different for each unit
      i'd give you my files but i have tons of changes done to them and i dont really remember off the top of my head what upgrades to what and how or what horse is used... but it can be done.

      hope it helps somewhat, at least. :)
      EDIT; kinda forgot about this so i edited it just now on the 8th.
  9. Bental
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    Some troops are incorrectly grouped in battle.
    Example: Vlandian Levy Crossbowman appears in battles as a regular footsoldier, not an archer.
    Various Bandit bosses appear as archers and not infantry. I think it was Sea raider boss or mountain bandit boss appears as archers where they should be infantry.

    Have you got the capability to reclassify these?
    Thanks!
    1. Bental
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      Here is the bit in spnpcharacters, I think:

      id="NPCCharacter.vlandian_levy_crossbowman" />
      <upgrade_target id="NPCCharacter.vlandian_footman" />
      </upgrade_targets>
      </NPCCharacter>
      <NPCCharacter id="vlandian_footman"
      default_group="Infantry"
      level="11"
    2. dlaskas
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      erm.. maybe change it to default_group="Ranged" if it bothers you?
      bandit units are in Modules\SandBox\ModuleData\bandits.xml
      its not that hard to edit an xml file or make a mod.. so do it yourself :)
  10. tutuk777
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    leader of sea raiders - horse riding 110 but, athletics 40
    i think this is a mistake