Mount & Blade II: Bannerlord

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Zaldir

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Zaldiir

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  1. Zaldiir
    Zaldiir
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    Bannerlord Version Status:
    1.1.0 - 1.4.0: Use version 1.2.0
    1.4.1: Use version 1.3.1


    Version 1.3.1 Changelog (FOR BANNERLORD 1.4.1!)
    - Removed the shield alignment code which was causing issues.
  2. Copelland
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    Hi mate, mod works awesome, thank you for your work!

    I have a question, i didt not find answer yet here. I installed the mod after I start my battania campaign (around ~100 day in the campaign). New troops works great, but i only found few old Battanian Fians (prisoners etc.) and no nobles in any village to recruit from. Im afraid its bugged and new nobles do not spawn so I have to start new campaign to work it out. Do you have any information on it? Thanks a lot!
    1. Zaldiir
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      The nobles aren't changed, so they will spawn as usual. Have you searched all Battanian villages?
    2. Copelland
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      yo, after a while nobles start spawn in some places, so that nice. Nobles tree shoud be then Fians, right? Where can I get master archers? :D
    3. Zaldiir
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      Master Rangers are part of the Noble Troops patch, so if you don't have that mod you won't get those.
  3. Njorunn
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    Hi,

    Does this (and your other overhaul mods) work with 1.4.2?
    1. Zaldiir
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      Not sure, but there's no reason it shouldn't.
    2. Njorunn
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      It works, thank you!

      After playing with Battania for 100 days or so I noticed that Rangers seem overpowered in one way or another. They perform a lot better than even Fian Champions do.
      Here's an example, and it looks like this pretty much every battle: https://i.imgur.com/SvW2s1z.jpg

      None of your other new units that I tried so far have been even remotely "overpowered" like the Rangers. I might be mistaken, but I got the impression they have longer range than others. When I looked at their reload time it seemed fine *shrug*

      I'm using the "Realistic Battle" mod and the "Unit Skills" mod (if it makes any difference).
  4. Dauthmer
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    Hey I just made my own Sturgian Overhaul and I'd like to add a party template file to the next version. I have a guess at how it works but could you point me towards a resource that explains how to make one amd how they are used?

    Thanks
    1. Zaldiir
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      The party template file is a native file. Just grab the lines pertaining to Sturgia from that file and add it to your own.
    2. Dauthmer
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      Will do, I'll have a look.
  5. geala
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    I like it, well thought out.

    My units look quite different as I have a special Battanian agenda (mostly no pants + barefoot, more or less), to get some diversity into the game, in the very narrow range of the vanilla meshes available, but I use your tree, stats and weapons (only changing the custom gear for vanilla stuff, for mod compatibility). Female riders is also a fresh idea.

    Thank you for the mod.


    Edit: noticed that the T2 infantry units don't have shields, a no-go for me, so I added them.
    1. Zaldiir
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      Thank you!

      The T2 infantry do have shields in 1.2.0.
    2. geala
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      Good decision.

      BTW your mod is the only troop overhaul I'm using (although I think you would not identify your units on screenshots). It's stable, never caused issues. Now my only problem is the snow in Battania.
  6. Njorunn
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    Hi,

    I stopped playing Battania because I hated how they didn't have any early archers so I'm happy to find mods that rectify that!

    Does your mods work with "Realistic Battles"?
    I also didn't find any elite troop tree screenshot like you have in your other mods.
    1. Zaldiir
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      Hey,

      It should work with Realistic Battles. I haven't changed the elite troops at all for this mod, so those are the same as vanilla.
    2. Njorunn
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      That's great! I see, wasn't sure since your other three mods had unique trees.

      Do the other three work with 1.41 or is it just this one (I was looking at the upload/update dates)? I wanted to try all of them at once!
    3. Zaldiir
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      They should all work with 1.4.1

      Iron Arm of Vlandia just got updated.
    4. Dauthmer
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      It does not work with Realistic Battles unless you manually edit the file to remove toir custom bows btw. He changes the damage on bows so your bow and rangers by extension becomes OP if left untouched.
  7. Modbrowse
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    Just curious, but what exactly is the shield alignment code issue?
    1. Zaldiir
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      Caused issues with pulling the shield from the back.

      I'll be looking at how I can add it back in without the issues, but for now removing it was the best course of action.
  8. djcheerios
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    Whatever code you're using to realign the new shields makes them so they can't be pulled off your back for me. Tested to see if it was conflicting with light combat or bannerlord tweaks but couldn't find anything conclusive. Removed the shield section of the XML and she runs like a dream.
    1. Zaldiir
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      Thanks fr the heads up!

      I've removed the shield alignment code.
  9. Modbrowse
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    I know I haven't been the most charitable to this mod, but I've found myself making use of it anyway. Mostly to modify to create my very own vision of Battania, but still.

    Anyway, looking at the XML, I've noticed that your woodrunners don't have javelins. Is this deliberate? This could just be me being a total noob with XML, but I can't help but think something is missing.
    1. Zaldiir
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      I was certain they had throwing axes..
      Well, now they do (along with the rider). Also, the Rangers are more in line with equivalent units of other factions.

      Would love to hear your ideas for improvements btw.
    2. Modbrowse
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      I gave my woodrunners javelins instead, not sure if that's necessarily the best way, but I like to try keep it close to vanilla. Otherwise, they don't have shields. Whether that's a problem or not is to be seen.

      Also I like what you did with rangers. My own archers are powerful mainly because of their longbows, not because of their skills. I think its healthy that you have done the same.

      Also I think some of your tier 5 units could use with not having the chance to spawn with a roughscale helmet. I don't feel its necessarily balanced, but more important is that its really ugly. Also, I would prefer to see horsemistresses without the Sturgian helmet. I feel like you value lore friendliness, and having a viking esque helmet does not fit Battania's Celtic flavour.

      Going more preferential, I think trimming away either the tirallor or wildling would be for the best. I know they have differences, but in the end they're both competing for the skirmisher spot.

      Anything else I say is my own preference, which will reflect in my mod. I am personally proud of it, but so much of the legwork came from you. Particularly the way you turn vanilla troops into your troops with resorting to editing the sandbox files themselves. If you don't mind me uploading it, with credit to you, I'd be happy to do that.
    3. Zaldiir
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      Some good pointers there!

      I'm working on adding up to six variations for most of the units now, so I'll be sure to include your ideas into that overhaul as well. I feel that out of all the factions, the Battanians (and Sturgians) are the ones who would benefit the most from more variations, since their army structure is a bit more loose (especially when compared to the Empire and Vlandians).

      I have also made the Tirallor and Wildlings more different, with the Tirallor being a more effective melee unit with throwing weapons, whereas the Wildling has been given another set of throwing axes to make them even more of a skirmishing force. This way there are two melee focused shield units, the Tirallor and the Oathsworn, with the Oathsworn being the most armoured, but with the Tirallor having the ranged capability. And on the no-shield side, the Falxman has their superior two-handed weapon, whereas the Wildling has their even better ranged capabilities than the Tirallor.

      You can of course release your version of the mod. I love seeing different approaches to troop trees being made, so the more the merrier!
    4. Modbrowse
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      Six variations? Now I'm curious to know what you have in mind. Also, would you be looking to add the rhomphaia as a weapon back in? Its technically a type of falx, and it was really powerful on veteran falxman despite their lack of polearm proficiency.

      Just curious, but looking at your new pictures, I'm wondering why you chose to give rangers the kilt over plated mail. That's a very strong set of armour, better than what Fian Champions get actually. I'm going to have to guess that its actually a lot weaker than it looks? That the spitems_battanians.xml you have is there to give them the armour's look without its actual power?

      Also the ranger mail you have on your Tirallor is a lot weaker than mercenary armour, at least if memory serves right. This would impact the tirallor's ability to perform in close combat. And I think for dedicated skirmishing, javelins are better than handaxes.

      Oh and if you don't mind answering, I've run into an issue with my own mod. It keeps crashing whenever I try to fight a Battanian army. Might have something to do with how I've tampered with the partytemplate.xml.
    5. Zaldiir
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      Six variations in terms of six different loadouts for each unit, creating more variation in their looks.

      The kilt over plated mail that the Ranger use is a custom one - I just couldn't find any other cool armour for the Ranger, so I made my own.

      Javelins are better than throwing axes in general, but the axes is an aesthetic decision that I took for the troops. May add a new throwing axe that is slightly better than the T2 one.

      Not sure why it would crash when fighting the Battanians. Perhaps a bad upgrade target or something minor like that?
    6. Modbrowse
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      Ah, neat. Would that effect performance, javing that many presets?

      I found out the issue, just made a new save and loaded my mod last, its all good.
    7. Zaldiir
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      No, the amount of variations should not affect performance in any meaningful way.
  10. SgtLovejoy
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    1.4.1 has some interesting additions to Battanian troops you ought to consider incorporating into your mod. They added a bunch of cool new shields as well as some less important but still notable stat and armor changes.
    1. Zaldiir
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      Nice! I'll take a look at that.
  11. Dauthmer
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    I really like your mod but please be careful not to make the Battanians too powerful. You have given them a very powerful roster, with many units to fill many roles quite well.

    The latest buff to rangers is too much imo. I am playing with mods which double armor and yet since the update, the enemy gets melted before they have a chance to engage in melee. Its too much. The highest skill for a non noble unit in Vanilla is 130 and here you went and you gave them 180 in bow skills.
    1. Zaldiir
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      The highest non-noble bow skill in vanilla is 160 (Aserai Master Archer), so 180 isn't really that much of a stretch for the faction that is supposed to have the best archers. The increased effectiveness from this update comes more from the new bow though, not the skill. The bow they now use (Woodland Longbow) have 10 more damage than the one used by the Aserai Master Archer (Composite Step Bow) and is the same as the one used by the T5 forest people, wolf skins, and Fians.

      I can reduce their skill to match the Aserai Master Archer and Battanian Fian (down from 180 to 160). I can also replace the bow they use with one that is slightly worse, but still better than the Composite Step Bow.
    2. Modbrowse
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      I think leaving them at 130 archery is just fine. Just because they have the best archers doesn't mean all their archers are strong. Fian Champions can represent that aspect all too well.
    3. geala
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      The problem is not solved by your high armor, as pierce damage greaty ignores it. However there is an easy solution, change bows and crossbows to cut or (better) a cut/pierce damage mixture, like with the mod Range Refine or similar. I made me a custom faction with normal T6 units up to 240 bow skill, but even with the best bows they are not overpowered.