Mount & Blade II: Bannerlord
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sgsdxzy

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55 comments

  1. demoix
    demoix
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    Please update
  2. Drag00nes
    Drag00nes
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    I need this mod to be updated to 1.7.1 No matter how many lords I defeat they return instantly with 500+ armies while if I am defeated I have to start from scratches. If someone else would like to take over this mod is fine but is a must-have mod.
  3. sonic41
    sonic41
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    Update the mod, I beg you, factions are always attacking in thousandths a few minutes after they are destroyed. Or tell me how to change the number of spawn units of lords
    1. Zufthak
      Zufthak
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      same problem i'm shearching a solution
    2. GrimmSpector
      GrimmSpector
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      find anything? I really need a mod like this.
  4. Fithos81
    Fithos81
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    -
  5. w00d182
    w00d182
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    Complete new install, verify local files as well

    started new campaign and it crashed, disabled all my mods and tracked to this mod.

    Starting a new campaign with this mod and only this mod crashes client when starting new campaign. All other mods disabled or not loaded at all.

    No error message, just CTD.
    1. sgsdxzy
      sgsdxzy
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      • 6 kudos
      What version of game are you using?
      Does loading saves have the same problem?
    2. w00d182
      w00d182
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      Latest Stable
      Versions
      Native: e1.3.1
      SandboxCore: e1.3.1
      Sandbox: e1.3.1
      Storymode: e1.3.1
      CustomBattle: e1.3.1

      no saves have been created since i completely did a fresh install
    3. sgsdxzy
      sgsdxzy
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      Strange, I started a new campaign myself and it worked well.
      You could try disable the mod, start the game, then enable the mod. It works mid-save.
  6. TheBarker
    TheBarker
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    Is the mod still compatible with the new htofix to the 1.3 beta patch?

    Great mod btw!
    1. sgsdxzy
      sgsdxzy
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      It should, and if it doesn't, you can always try the latest version of Light Combat Mod Collection.
  7. Aetherion21
    Aetherion21
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    Does this affect minor faction/mercenaries? If it does, it means that all those lines are mostly precluded from being on the map
    1. sgsdxzy
      sgsdxzy
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      They are much different form major faction lords in that they can get recruits from anywhere on the map, not just settlements. I just change how many troops they RESPAWN with, not how they get new ones.
    2. Aetherion21
      Aetherion21
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      Oh wow I didn't know that, thanks for the info!
  8. howlryu
    howlryu
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    Good idea. But it doesn't seem to work as explained.
    1. howlryu
      howlryu
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      I defeated a lord. after, He respawn with 22 troops.
    2. sgsdxzy
      sgsdxzy
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      AI Lords respawn at their fief, and take a part of garrison as their party, so they sometimes "spawn" with more troops. I tested a case, a defeated lord's castle had 94 garrison, when he respawned at that castle, his party was 52 men, and the number of garrison became 46, 52+46=94+3+1(himself), so this should be correct behavior.
    3. howlryu
      howlryu
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      That makes sense. I'll check again. Thank you.
    4. Guest242
      Guest242
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      So your mod work very good with this mod "Improved Garrisons"?
      Link: https://www.nexusmods.com/mountandblade2bannerlord/mods/688
      A prisoner recruitment mod for castles and cities (also for AI)
    5. jaserms1
      jaserms1
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      Yup it does. I have both mods running on the stable branch 1.2.1 and I'm 80+ days in and it works well. However, you need to align improved garrisons settings with this mod. Meaning that you have to limit world recruitment for the AI and reduce the food bonuses in improved garrisons if you want AI lords to actually run around and recruit units after suffering a defeat. Else, they will simply draft men from their overcrowded garrisons that they got from the improved garrisons bonuses. So, tweak it till you're happy with the results.

      The same goes if you're using "light's prosperity mod" along with this. It took me time to figure this out but "light's prosperity mod" enables nobles to spawn in castle garrison if the castle prosperity is high enough. What I got in my game is recently defeated lords spawning with 50 + top tier cavalry and able to takeout 100+ armies. Therefore, you need to edit light's prosperity mod to reduce the nobility respawn rate, castle prosperity threshold and raise the cost for recruiting nobles in castles. Hope it helps those people who want to use "light's prosperity", "improved garrisons" and this mod together. The end results will be glorious !

      A shout to all those great modders out there who provide us with free joy :)

  9. GrahameGDG
    GrahameGDG
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    Love the idea of this mod but it's causing the game to crash for me on the 1.3.0 Beta
    1. GrahameGDG
      GrahameGDG
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      This is what I'm getting if it helps:
      Could not load file or assemly 'TaleWorlds.ObjectSystem,Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
    2. sgsdxzy
      sgsdxzy
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      • 6 kudos
      Please verify the integrity of the game. It looks like you are missing a file. It should be C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\bin\Win64_Shipping_Client\TaleWorlds.ObjectSystem.dll
    3. TLIM
      TLIM
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      I am also experiencing this same crash, had to disable the mod unfortunately.
    4. LunaW0lve
      LunaW0lve
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      This error is still showing up, even with a clean re-install.

    5. sgsdxzy
      sgsdxzy
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      Strange, it seems that if you upgrade all the way up from 1.0.0 or download 1.3.0 directly, you would have different game files.
      How am I supposed to fix that...
    6. sgsdxzy
      sgsdxzy
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      Everyone, please check if C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\bin\Win64_Shipping_Client\TaleWorlds.ObjectSystem.dll is present on your system. This is not my file, but one of the games' original DLLs. The crash is related to missing of this file, however I have this file even with clean reinstall, so I cannot fix if you don't have this file.
    7. Zenreich
      Zenreich
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      • 18 kudos
      They should probably install the latest main branch first, and then the beta.
  10. Kornelius707
    Kornelius707
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    I didn't realize this happens. I thought the AI has to go recruit troops with their own money according to Taleworlds dev blogs and commenters.
    1. rexoedipus
      rexoedipus
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      They used to do that, but they kept getting captured by bandits and let the other faction snowball
    2. mercbeast
      mercbeast
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      No, they've had this behavior since day 1 of early access. They all respawned with an assortment of t1-5 units, up to 55ish of them. Nothing has been changed in the partyTemplates.xml which is what defined the respawn party of the AI. IT might be possible that before the game came out on steam, AI lords respawned with nothing, and they changed it because their bandits are out of control, but since we've had the game, that's how it's been.

      They also grab troops out of garrisons when they respawn, so they can emerge with 100 troops immediately after being defeated. However, if they eat through the garrison reserves, eventually they will only spawn with their respawn stack.

      I assume this mod (I haven't looked at it), either sets the partytemplates to spawn with nothing, or, a very small "elite" retinue. I've played around with both, and ultimately, for the sake of enjoying the game, I went back to giving them about 50 troops on a respawn. The AI just gets donkey dicked by the bandit hordes if they don't have a decent sized stack when they respawn.
    3. sgsdxzy
      sgsdxzy
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      I had to make a C# mod and patched MobilePartyHelper.SpawnLordPartyInternal to make this work. The numbers in partyTemplates.xml are just for probability between different kinds of troops and don't affect the actual total number created (and thus the pitfall of version v1.2.0 of this mod which gives eneryone 50 tier 6 troops).
    4. mercbeast
      mercbeast
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      Are you absolutely sure about this? The first time the AI spawns at the start of a game, they spawn in with their max party size in ratio to what you've set in the templates. It's more difficult to determine exactly what they respawn with after they respawn in an ongoing campaign because they pull stuff out of garrisons immediately. However, the parties I see spawn in my mod, look close enough to the template I've set for them that I have no reason to believe they are not spawning with roughly what I set.

      For example. I've run it with Sturgia only getting 20 units of their noble cavalry line. That's what stacks spawned with + a few recruits or whatever they pulled from a garrison or recruited. I'm not necessarily doubting, but I've been modding this file since literally day one of EA, and the results I've seen from it are close enough to what I've defined in the xml that it's been fine.
    5. sgsdxzy
      sgsdxzy
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      I said that because I took a look at the game code. They always respawn with a fix number (0.25*max party size). The game engine must give the lord that number of troops, and for each troop, partyTemplate determines the type by probably distribution.