Mount & Blade II: Bannerlord
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  1. Yigitcan57
    Yigitcan57
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    is that compatible with current beta (1.4.1)?
    1. Cheyron
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      not sure never tried... maybe
    2. arwing0890
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      Seem like it is not. I tried, they won't fight back.

      Edit: It is working on 1.4.1-beta. I was wrong.
    3. Cheyron
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      it's very easy to compile the source code if you want to download it, you need visual studio installed
    4. PavlovsPooch
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      I can confirm it works in beta - just got stuck in the gizzards by a fleeing farmer. I put it last in my mod load order.

      (did some tinkering with the SubModule.xml just added custom battles so maybe they wernt working in custom battle beta)
    5. Cheyron
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      ok cool, good to know. I think most of the code they changed involves stuff on the campaign map because I haven't updated this mod in forever and it keeps working every update, only my mods that do stuff on the campaign map had issues with updates
    6. arwing0890
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      I tried once again, it is working!!! So confirm it work in 1.4.1beta
      My bad.Sorry for provide fake information. Too arbitrary last time.
    7. Cheyron
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      good news! no problem ;)
  2. PavlovsPooch
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    really liked this mod, did something we've tried to mod into total war games for ages. Think it may cause some performance issues in 1.31 - nothing fatal so far,

    Il try to learn how to mod this stuff myself but any update on this most fine mod would always be appreciated
    1. Cheyron
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      this mod is pretty much done with, not sure what I would update, if you have ideas then let me know
    2. PavlovsPooch
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      moved to beta branch an slowly learning - basically i can tweak forever but im rubbish at the coding side. Got used to pack file manager handling the db file side of things with Total War modding - so new BL setup is abit daunting at first, definitely more of a moder than coder as i said
    3. Cheyron
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      yeah that's fine, all I meant was if you have an idea for something to change then let me know cause i'm happy with how this works but if you have an idea to make it better let me know, maybe I can add it. I only mention cause you said something about updating but I don't have any plans for that as of right now.
  3. Sturges
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    Just want to reply: everything is fine now again. They retreat and if you engage again, they fight back. When you are out of range, they retreat again. everything like intended. And... The system or the game, doesnt think, there are ai agents on the battlefield left. So you dont need to retreat from battle, you won.

    When I was testing today, they not fight back. And now I know, they dont fight back always. Sometimes they keep running. Perfect.

    Thank you for looking and solving!
    1. Cheyron
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      I f***ing knew it, thank god I didn't waste my time testing it cause it would have pissed me off, nothing personal but im already getting burnt out by modding this game. I am happy it is working for you now. Enjoy!
  4. leviathonlx
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    Like the idea but then again men running and getting cut down by cavalry is pretty realistic and when the vast majority of battle deaths occurred historically.
    1. Cheyron
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      I agree and this still does that because if you charge by on your horse and attack them, by the time they react, if still alive, you will have rushed by and this will make them change direction and run a enw way to get away from you. They fight back when you are unrealistically trotting along side of them and attacking them. If you stay within a short distance of them and are attacking they will fight back. Even if you are trying to run away if a guy on his horse starts swinging at you and is right in front of you, before running the smartest thing to do would be to draw your weapon and somehow disable this person on a horse trying to kill you. I just think now they still have the priority to run while also wanting to stay alive.
    2. Cheyron
      Cheyron
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      I have been testing this more and now I know what you are talking about, they seem to keep attacking, that was not intended and I am now trying to fix that. I have to figure out how this game engine makes them retreat again then I will upload an update. Earlier when I replied I had never noticed this when testing.
    3. Benz10wheel
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      They do keep attacking after fighting back though I am not sure killing other troops near them would lower their morale again and make them flee again would it be possible to give them sorta temporary morale boost and will start running again after a few seconds?
    4. Cheyron
      Cheyron
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      well that is exactly how the script works, if they are fleeing and they get damaged by an enemy within short range, I call a function on them to stop their retreating and then I give them 100 morale. The problem now is I am trying to give them the command to retreat once no enemies are nearby and at this time I set their morale to 0 and they keep f***ing fighting. So I have to figure it out before I can fix it. I think the game doesn't allow them to retreat twice, I have no idea but telling these fuckers to retreat again is not working. I will have to figure it out because I am testing a bunch of different s*** to make them retreat and nothing is working so far. Also at this point in the mission the battle is already over and I think certain game scripts stop running at that point. Once the battle is over and you get the notification that enemies are fleeing, I don't know if the game is able to make them retreat a 2nd time to be honest. But the point is the vanilla behavior was even worse so even if I never figure it out, this mod at least eliminates the vanilla stupidity
    5. Benz10wheel
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      Would it be possible to set morale to 1 instead of 0 so any death might trigger their fleeing once again? I sorta think they run when their morale drop from 1 to 0 right? Well if the script stop running once the message pop up then its probably gonna be hard to do anything though
    6. Cheyron
      Cheyron
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      yeah you could be right, it might be worth a try, i'll test that later
    7. Cheyron
      Cheyron
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      btw i just figured out how to fix this... i needed to add these components back to the agent (see source code if you are interested once I update)... long story short, now these SOBs will attack back but once no enemy is in range for them they will go back to retreating... will upload in 5 minutes.
    8. Benz10wheel
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      Ok I think its working now I try hitting a runaway looter he fight back as long as I am near him once I make a distance he seem to runaway again.
  5. SHADOW2KK
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    No offence, but it is crazy that beta support is being focused on when it is beta, and the stable build is where most people play I would imagine, for obvious reasons, the beta is for testing and at least you know where you are with the stable build.

    Not the only mod author doing this and it is weird why some mod authors are focusing on that.

    What about all the players who just play the stable build and get their LO working to the point where there are no crashes and it works fine, instead of the wildcard element of a beta build, makes no sense.

    So 1.2.1 gets no love.
    1. Cheyron
      Cheyron
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      yeah i hear ya. Yesterday I ended up switching to beta because mboption got update and then i updated everysingle one of my mods to use it and because of mboption's cockamamie update system he is changing names of dlls and broke shit... then this made the buy patrols mod i was using start crashing because me and the buy patrols guy are doing things the proper way and using the submodule system while the mboption guy has a system to load every version of his dll and he needs to rename files and bla bla, you get it... it made buy patrols crash and then i had to update buy patrols which only worked on beta. On vortex i had a ton of mods that needed updating but most of them only worked for beta so i made the decision to just go to beta and update everything. I really wanted to be able to play multiplayer but just so i could get back to writing my mods i updated. Taleworlds should let beta players go online too but whatever. I guess we have to consider beta as the latest version and if you want to play multiplayer you have to use the "old" version. Yeah it sucks but I just don't have the time to be switching around my load order and switching branches to compile two versions of the same mod for all my mods. Then handle technical support for everyone that does s*** wrong. I like uploading my mods but it can be too much at times and there are times i wish i didn't lol. I'm just trying to make this avaialble to people while also not driving myself insane xD
    2. SHADOW2KK
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      Fair points.

      Keep up the good work anyways matey.
    3. Benz10wheel
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      This problem should dies down as time goes by(hopefully they fix all the crashes and bug fast) so I guess we can only cope with it for now. Personally I did post a few mods myself so I sorta understand your plight lol. Though in my case I only dabble in a much easier modding involving xml file.

      Keeping 2 versions of the game installed just to supply mod to both group of user is practically nightmare. I want to enjoy playing the game myself I can't began to imagine keeping both version playable with mods and constantly new mods updating and patch compatibility.
    4. Cheyron
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      yeah it is a nightmare, at least you get it, im also running 80 mods that I would need to switch between different versions for lot's of them, or at least figure out all the ones I need to disable. I am debugging but im also trying to get ahead in my campaign which I never can do xD
    5. tranquil85
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      Ha ha. I started 3 campaigns for the same reason. Dont have time to play during the week and in the weekend new patches get deployed and mods stop functioning etc. For now I've given up and just experiment with tweaking values.

      @SHADOW2KK people focus on experimental beta mainly because it fixes (or claims to fix) existing memory leaks and improves performance, and also introduces new (or enables existing) features. Many mods focus on or try to improve exactly what these beta patches bring in. (Like AI behavior during sieges to name just an example).
  6. Benz10wheel
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    This mod will crash the game (I am on 1.30 beta branch) when throwing javelin on fleeing horses (when the attack hit the horse).
    Found this by accident due to trying to rebalance javelin damage. I threw javelin at my own horse inside village scene lol.

    The first hit works fine but after the horse flee and if you hit it with javelin it crash the game with error log pointing to this mod. So I remove this mod and it seem to suffer no more crashing.
    1. Cheyron
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      yeah sorry currently I have not switched to beta branch but I will sticky this post to warn other... when I switch to betai will try to fix that... I am guessing they changed some code around and my code will need updating.
    2. Cheyron
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      hey I just switched to beta branch and will upload a version compiled for beta branch. Also if you see the crash again, make sure to screen shot the error message and report it in the bugs tab. Thanks!
    3. Benz10wheel
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      Just saw the update I'll try and test if the problem persist thanks!

      *After some testing, no more crashing shooting at fleeing horse I think its working now good job and thanks for the fast response!
  7. Rodderick90
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    not you too...
    1. Cheyron
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      what? that i switched to beta?
    2. Rodderick90
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      Ya but its all good man you do you my LO is stable.
      Thanks for the mods.
    3. Cheyron
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      ah yeah I really hate how there are two branches, they should just put everyone on beta lol and allow multiplayer on beta too... I tried to stay on stable cause I want to play multiplayer but the mboption update started breaking s*** and I started updating all my mods and most of them needed to be on beta... it's all a mess imo but I plan to always leave up older versions that will work on stable if I ever switch to beta.
  8. HardmodeFan
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    Is this working as intended ? Properly with common sense ?
    1. Cheyron
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      after testing it does work for me as intended, try it out... so far it is working well, v1.0.0 had bugs but those are gone now.
  9. Thick1988
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    As someone who spent hundreds of hours modding Warband back in the day, I know it's sometimes a thankless job making mods for the community for free, on your own time. Just want to say I love this mod, it's a requirement for me now. Thanks for your hard work!
    1. Cheyron
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      Thanks, I appreciate that. As long as we can make this game better I am happy!
  10. Gwarh
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    Enjoying the mod and it's an excellent idea. Should really be part of the base game.

    I've tried it out in multiple battles now and seems to kinda/sorta work half of the time. Some enemies just keep on trucking for the zone border, others strangely stand frozen in place even when attack, and then a few behave as they should, run for the hills but fight back if attacked.

    Not a criticism just reporting back.

    I'll keep updating the mod as you provide updates, good stuff sir.
    1. Cheyron
      Cheyron
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      Is this on v1.0.1? The frozen bug was caused by me resetting their AI (because I was tinkering around trying to figure it out) and I realized this was causing them to stand still. When I tested v1.0.1 this bug appeared to have been fixed... can you verify your mod is updated to 1.0.1 and let me know! And thanks for the feedback, glad you like it!
    2. Gwarh
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      I just checked and it was v 1.0.1, Also I was playing on the main branch version e1.1.2

      I'll try removing it completely, then re-installing v 1.0.1 again and testing, then report back.
    3. Cheyron
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      hmm ok well yeah I guess just do the reinstall, and test another battle and try to make them stand still again, if you can make them stand still then I guess I will have to try to repeat this and do something to fix it.
    4. Gwarh
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      I played 4 battles against Looters and this time, each time, they defended themselves while attacked while they fled. Also they seemed to change directions if attacked which was also interesting.

      So not sure what happened for me earlier but seems good to go now and performing (the mod) as intended.

      I'll see how it runs if i update to e1.2.0 .
    5. Cheyron
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      ok great awesome! glad to hear this! :D
    6. Benz10wheel
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      I sorta like the frozing units though I think to myself "Oh this guy is scared S***less*