Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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ankh Aug 29, 2021 @ 4:01pm
add machine gun
since every large battle has the enemy ai just hold position till the end of time, is there a machine gun mod so i can just ride up to them and just mow them down?
Originally posted by Shade:
it really is very easy to make a repeating crossbow mod if you don't want the look just the behavior
Note : the reason i suggest you delete all the files and other items in the explanation below is for you not to override in game files that might be changed in the future ( you will understand in a second)

1. go to Mount & Blade II Bannerlord\Modules folder
2. Find Mount & Blade II Bannerlord\Modules\SandBoxCore
3. Copy the Folder and rename it (Crossbow or something)
4. Open it and delete everything but SubModule.xml and the ModuleData Folder
5. Open the SubModule.xml edit this part :
<Module>
<Name value = "SandBox Core"/>
<Id value = "SandBoxCore"/>
<Version value = "e1.6.1"/>
<DefaultModule value="true"/>

To be:
<Module>
<Name value = "Crossbow"/>
<Id value = "Crossbow"/>
<Version value = "e1.6.1"/>
<DefaultModule value="false"/>

and make sure that between <Xmls> and </Xmls>
you only have (note the name of the path - spitems2):
<XmlNode> <XmlName id="Items" path="spitems2"/> <IncludedGameTypes> <GameType value = "Campaign"/> <GameType value = "CampaignStoryMode"/> <GameType value = "CustomGame"/> <GameType value = "EditorGame"/> </IncludedGameTypes> </XmlNode>

Delete the rest

6. Open the ModuleData Folder
7. Delete everything except for the spitems folder
8. Rename the spitems folder to spitems2 and open the folder
9. Delete everything except for the weapons.xml
10. Open the weapons.xml and find crossbow_a (for instance):
i suggeset removing everything else from the file (it should look like this):
<?xml version="1.0" encoding="utf-8"?> <Items> <Item id="crossbow_a" name="{=K1UFTirG}Light Crossbow" body_name="bo_cross_bow_heavy" mesh="crossbow_a" culture="Culture.vlandia" weight="1.0" appearance="0.8" difficulty="0" Type="Crossbow" AmmoOffset="0.0, 0.02131, 0.24650" item_holsters="crossbow_back:bow_hip:mace_right_hip:bow_hip_2" holster_position_shift="0.02,0,-0.4"> <ItemComponent> <Weapon weapon_class="Crossbow" ammo_class="Bolt" missile_speed="77" accuracy="95" thrust_damage="75" thrust_speed="92" speed_rating="62" weapon_length="95" ammo_limit="1" thrust_damage_type="Pierce" item_usage="crossbow_fast" physics_material="wood_weapon" center_of_mass="0,0,0.4" item_modifier_group="crossbow"> <WeaponFlags RangedWeapon="true" HasString="true" NotUsableWithOneHand="true" TwoHandIdleOnMount="true" /> </Weapon> </ItemComponent> <!--flag name="AmmoOffset" value="0.0, 0.02131, -0.15" /--> </Item> </Items>

Change the id name and the string name
Item id="crossbow_a" >> Item id="r_crossbow"
name="{=K1UFTirG}Light Crossbow" >> name="Repeating Light Crossbow"

and change the ammo limit to say ... 20 ?

ammo_limit="1" >> ammo_limit="20"


now to make it appear more frequently in the game change the value of appearance="0.8" >> appearance="5.0"

or just use the game console


NOW
after i gave you a direct answer to your question , i really suggest you don't use it as it is going to make your game really boring

But that is up to you not up to us and i am for giving people answers to what they are looking for

in addition , since it was not meant to be used in that way , the cursor will disappear after the first shot and until you reload the crossbow - this can be solved but not as easily as making this repeating crossbow ... :)
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Showing 1-15 of 18 comments
Riflas Aug 29, 2021 @ 4:09pm 
cringe
ankh Aug 29, 2021 @ 4:22pm 
Originally posted by Riflas:
cringe
sorry if i dont want to waste 20 minutes fighting a battle that is the exact same as the last one
Aya Aug 29, 2021 @ 4:28pm 
Sounds like multiplayer would be a good place for you. Archers are so OP that the game might as well just be any other modern military shooter.
Last edited by Aya; Aug 29, 2021 @ 4:28pm
★RULER★ Aug 29, 2021 @ 4:47pm 
stop making bait threads
Haddon (Banned) Aug 29, 2021 @ 5:00pm 
Someone made a "repeating crossbow" mod back awhile ago that I used to level crossbow. It was really weak to make it not stupid OP, but it would fire 5 bolts at a time. You could download it (it is outdated I am sure) use the xml from the mod to make a new mods that has a super-repeating crossbow.
The author of this thread has indicated that this post answers the original topic.
Shade Aug 30, 2021 @ 12:01am 
it really is very easy to make a repeating crossbow mod if you don't want the look just the behavior
Note : the reason i suggest you delete all the files and other items in the explanation below is for you not to override in game files that might be changed in the future ( you will understand in a second)

1. go to Mount & Blade II Bannerlord\Modules folder
2. Find Mount & Blade II Bannerlord\Modules\SandBoxCore
3. Copy the Folder and rename it (Crossbow or something)
4. Open it and delete everything but SubModule.xml and the ModuleData Folder
5. Open the SubModule.xml edit this part :
<Module>
<Name value = "SandBox Core"/>
<Id value = "SandBoxCore"/>
<Version value = "e1.6.1"/>
<DefaultModule value="true"/>

To be:
<Module>
<Name value = "Crossbow"/>
<Id value = "Crossbow"/>
<Version value = "e1.6.1"/>
<DefaultModule value="false"/>

and make sure that between <Xmls> and </Xmls>
you only have (note the name of the path - spitems2):
<XmlNode> <XmlName id="Items" path="spitems2"/> <IncludedGameTypes> <GameType value = "Campaign"/> <GameType value = "CampaignStoryMode"/> <GameType value = "CustomGame"/> <GameType value = "EditorGame"/> </IncludedGameTypes> </XmlNode>

Delete the rest

6. Open the ModuleData Folder
7. Delete everything except for the spitems folder
8. Rename the spitems folder to spitems2 and open the folder
9. Delete everything except for the weapons.xml
10. Open the weapons.xml and find crossbow_a (for instance):
i suggeset removing everything else from the file (it should look like this):
<?xml version="1.0" encoding="utf-8"?> <Items> <Item id="crossbow_a" name="{=K1UFTirG}Light Crossbow" body_name="bo_cross_bow_heavy" mesh="crossbow_a" culture="Culture.vlandia" weight="1.0" appearance="0.8" difficulty="0" Type="Crossbow" AmmoOffset="0.0, 0.02131, 0.24650" item_holsters="crossbow_back:bow_hip:mace_right_hip:bow_hip_2" holster_position_shift="0.02,0,-0.4"> <ItemComponent> <Weapon weapon_class="Crossbow" ammo_class="Bolt" missile_speed="77" accuracy="95" thrust_damage="75" thrust_speed="92" speed_rating="62" weapon_length="95" ammo_limit="1" thrust_damage_type="Pierce" item_usage="crossbow_fast" physics_material="wood_weapon" center_of_mass="0,0,0.4" item_modifier_group="crossbow"> <WeaponFlags RangedWeapon="true" HasString="true" NotUsableWithOneHand="true" TwoHandIdleOnMount="true" /> </Weapon> </ItemComponent> <!--flag name="AmmoOffset" value="0.0, 0.02131, -0.15" /--> </Item> </Items>

Change the id name and the string name
Item id="crossbow_a" >> Item id="r_crossbow"
name="{=K1UFTirG}Light Crossbow" >> name="Repeating Light Crossbow"

and change the ammo limit to say ... 20 ?

ammo_limit="1" >> ammo_limit="20"


now to make it appear more frequently in the game change the value of appearance="0.8" >> appearance="5.0"

or just use the game console


NOW
after i gave you a direct answer to your question , i really suggest you don't use it as it is going to make your game really boring

But that is up to you not up to us and i am for giving people answers to what they are looking for

in addition , since it was not meant to be used in that way , the cursor will disappear after the first shot and until you reload the crossbow - this can be solved but not as easily as making this repeating crossbow ... :)
Last edited by Shade; Aug 30, 2021 @ 12:03am
Thariorn Aug 30, 2021 @ 5:33am 
So, would you need additional ammo for such a weapon?

Like, does one reload of the 20 bolt mag require a SINGLE ammo from your quiver?
You know, I don't think it's unreasonable to say this game could be reskinned to represent just about any technology level land conflict up through the 19th century. You wouldn't even need a whole new map. Perhaps "Calradia: 1850" would make an interesting expansion in a few years.
Shade Aug 30, 2021 @ 6:31am 
Originally posted by Thariorn:
So, would you need additional ammo for such a weapon?

Like, does one reload of the 20 bolt mag require a SINGLE ammo from your quiver?
no you still need enough ammo to reload the crossbow but you can do the same thing i explained above with a bolt (and change the stack to be something really big)
Haddon (Banned) Aug 30, 2021 @ 11:33am 
Originally posted by The Big Brzezinski:
You know, I don't think it's unreasonable to say this game could be reskinned to represent just about any technology level land conflict up through the 19th century. You wouldn't even need a whole new map. Perhaps "Calradia: 1850" would make an interesting expansion in a few years.
This was a big thing in Warband, although it went all the way up to the early 20th. Napoleonic mods were quite big.
Thariorn Aug 30, 2021 @ 11:53am 
Originally posted by Shade:
Originally posted by Thariorn:
So, would you need additional ammo for such a weapon?

Like, does one reload of the 20 bolt mag require a SINGLE ammo from your quiver?
no you still need enough ammo to reload the crossbow but you can do the same thing i explained above with a bolt (and change the stack to be something really big)
Huh, tried doing just that.
Made a seperate Module just like you showed in your example for the autocrossbow.
But so far, no cigar.
Do I need to add some flag to these items in order for them to show up at traders?
Or would these just be craftable at the smithy?
(Or only available via console)
Sabaithal Aug 30, 2021 @ 12:52pm 
I'm wondering in what battles you guys are playing. Never witnessed the AI actively standoff in this game. In fact, its usually more sloppy (infantry lines crash into each other...then blow WAY past one another, then get reeled back in, its kind of weird).

No mods btw.
Haddon (Banned) Aug 30, 2021 @ 1:09pm 
Originally posted by Thariorn:
Originally posted by Shade:
no you still need enough ammo to reload the crossbow but you can do the same thing i explained above with a bolt (and change the stack to be something really big)
Huh, tried doing just that.
Made a seperate Module just like you showed in your example for the autocrossbow.
But so far, no cigar.
Do I need to add some flag to these items in order for them to show up at traders?
Or would these just be craftable at the smithy?
(Or only available via console)
New items will show up in the different markets eventually, but it can sometimes take quite awhile, especially if they are high tier (or have high tier stats even with a low tier).

Originally posted by Sabaithal:
I'm wondering in what battles you guys are playing. Never witnessed the AI actively standoff in this game. In fact, its usually more sloppy (infantry lines crash into each other...then blow WAY past one another, then get reeled back in, its kind of weird).

No mods btw.
With mods. Realistic Battle Mod.
Shade Sep 19, 2021 @ 1:18pm 
Originally posted by Thariorn:
Originally posted by Shade:
no you still need enough ammo to reload the crossbow but you can do the same thing i explained above with a bolt (and change the stack to be something really big)
Huh, tried doing just that.
Made a seperate Module just like you showed in your example for the autocrossbow.
But so far, no cigar.
Do I need to add some flag to these items in order for them to show up at traders?
Or would these just be craftable at the smithy?
(Or only available via console)


this line determine how often the item appears in markets:
appearance="0.8"
the bigger it is the more it appears
so ...
appearance="5.5" ?

as for culture="Culture.vlandia"
I think ( but i havn't seen the code) they use that to determine the culture that sells it

It does take some game time for the markets to refresh if you are already in a save game

Another option is the command console

i think it's ALT + ~ (the + is not a key in this line)

You need to turn cheats on ( i think it's cheat_mode 1)

Then when you click on the Inventory button (I) while walking on the map you get all of the available equipment (and more) on the left side

Find your crossbow and move it to your inventory

Last edited by Shade; Sep 19, 2021 @ 1:21pm
Thariorn Sep 19, 2021 @ 1:19pm 
Originally posted by Shade:
Originally posted by Thariorn:
Huh, tried doing just that.
Made a seperate Module just like you showed in your example for the autocrossbow.
But so far, no cigar.
Do I need to add some flag to these items in order for them to show up at traders?
Or would these just be craftable at the smithy?
(Or only available via console)


this line determine how often the item appears in markets:
appearance="0.8"
the bigger it is the more it appears
so ...
appearance="5.5" ?

as for culture="Culture.vlandia"
I think ( but i havn't seen the code) they use that to determine the culture that sells it
Yeah, sry, kinda forgot to follow up.

My xml file just missed a closing > somewhere, haha
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Date Posted: Aug 29, 2021 @ 4:01pm
Posts: 18