Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

View Stats:
Jager Feb 28, 2022 @ 10:54pm
Doing a test for Bannerlord e1.7.0
So I'm trying to see how many mods my pc can run before it dies on me, so I have A LOT of mods installed. I'll include the list, but the goal is to have as many mods active and run the game simply because why not. I've spent the last couple of days trying to get the mod order right, but so far no luck. I was hoping you kind people in the community could help. If you know which mods conflict with which ones do let me know.

YES, I KNOW IT'S A LOT! THAT'S THE POINT!

MOD ORDER:
Harmony
ButterLib
UIExtenderEx
Mod Configuration Menu v4
Native
SandBox Core
CustomBattle
Sandbox
StoryMode
Additional Quests
Adjustable Level Up Points
Adonnay's Troop Changer
Allegiance Overhaul
Animal Helmets
Arena Overhaul
Bandit Militias
Bannerboard
Diplomacy
Olto Mod Craft
Bannerlord Ask To Find Lord
Bastards
Battle Buddies
BattleHorns
BattleSize
Battle Stats
Better Capes
Better Combat
BloodyHell
Calradia Expanded
Open Source Armory
Calradia Expanded: Kingdoms
Calradia Factions Enhanced
Calradian Reforms: The Armory
Caravans Trade XP
Custom Spawns
CAW Banner Alt
CAW RBM weapons patch
CA_EagleRising
ChangingCulture
Character Reload
Send Companions Recruiting
CunningLords
Custom Troop
DeReMilitari
Dismemberment (Plus) for e1.7.0-e1.7.1(beta)
Distinguished Service
Economy Tweak
FixedPregnnancyControl
FluidCombatOverhaul
FoozleMapPack
Forge For Me
Freelancer
Grovin's 2H Maces
Helmet Hair Cover Continued Plus
Hideout Party Unlimited
Hideout Plus
Hideout Send Troops
HorseCaparisons
HorsemenShouldUsePolearm
I Don't Care - Campaign Log Filter
Improved Garrisons
Jestles Crossbow Pack
Knock 'Em Down
Long Couch Lance
Ludus
Ludus - ER Version
Magic Holsters
MoreArenas
MoreIncome
NewCraft
No Auto Pause
OffWithTheirHeads
OSA Weapon Descriptions
Pacemaker
Party Low Food Warning
Perfect Fire Arrows
PersuasionFixHPPR
PostMortemPossession
PowerfulHeroes
Raise Relation With Town And Village
Realistic Battle AI Module
RealCombatSounds
Royal Armory Fix
Settlement Culture Changer
Shields - They Block Things!
Smith Stamina Regen Patch
Sorted Income
SortedTradeRumorList
Succession
Surrender Tweaks
swadian Armory
Take Hideouts
Tetsojin(1.7.0) Patch 2
TrainYourTroops
True Battle Loot
True Item Values
True Limits
True Noble Opinion
True Quality Modifiers
True Ransoms
True Army Costs
True Relations
Unlock all Soldiers
Unlock_All_Parts
Useful Companions
Vaegir Armory
Vexillum
VlandianKnightsLances
Vlandian Steel
WesternKings
WQCity
XML Overrides Fix
Xoberax's Legacy for e1.7.0-e1.7.7(beta)
YellOut
Cultured Start
SpSceneMerger
UIFix
< >
Showing 1-11 of 11 comments
Sкiткj3ll Mar 1, 2022 @ 5:20am 
Well, I'll be damned. Haha. I don't think anyone can unwind that mess for you. Personally I don't use mods yet. No real point until it's done. It'll only be a headache with new updates and so on, but good luck on your endeavours!
the.lovewyrm Mar 1, 2022 @ 5:22am 
Looks like a good experiment, especially if you tell Taleworlds if something goes up in really bad flames.
They are in charge of the mod interface after all, and are probably interested in having it bug free.

As for mod order. Why not split this test up into content additions, quality of life, and actual gameplay changes?
Then see which group creates the most conflicts.

Since you call this a test yourself, you consider it a nonstandard situation...thus, you're in somewhat uncharted territory.
Last edited by the.lovewyrm; Mar 1, 2022 @ 5:26am
QbeX Mar 1, 2022 @ 5:25am 
yeah nah , good luck with that
SeverusREN Mar 1, 2022 @ 5:27am 
with so many mods, you don't need the game itself, friend:steamfacepalm:
the.lovewyrm Mar 1, 2022 @ 5:40am 
Realistic Battle Module implements the same functionality as Shields, they block things, by the way.
That's one less conflict.
Astartes Mar 1, 2022 @ 6:30pm 
My mod list is about 10 short of yours (~110 as apposed to ~120), and it was running perfectly fine until the hotfix the other day broke everything. I find that the developers seem to be a greater hazard to my game's stability than any amount of mods, unfortunately.

Anyway, I'd suggest adding Better Exception Window to your list. Pretty much the only way to troubleshoot a list this big.
Clovis Sangrail Mar 2, 2022 @ 5:02pm 
Originally posted by Astartes:
. . . the hotfix the other day broke everything. I find that the developers seem to be a greater hazard to my game's stability than any amount of mods, unfortunately.

What say we assign the blame where it really lies?

The hotfix did not break your mods. Lazy mod developers not keeping their mods current broke your mods.

In a similar vein, the hazard to your game's stability is not TW developers. It's mod developers, again, failing to update their mods.
RJboxer Mar 3, 2022 @ 1:02am 
Originally posted by Sheepify:
Originally posted by Astartes:
My mod list is about 10 short of yours (~110 as apposed to ~120), and it was running perfectly fine until the hotfix the other day broke everything.
I don't get why people still haven't figured out that you just need to copy whatever modded version you want to keep to another folder, and play from there.

Congrats, no updates are going to destroy your carefully prepared installation now.

Exact;y

Just like Minecraft does it. And I've stated hundreds of times in this forum to people saying "this game is terrible with mods, Minecraft and others have no problems".

NO... They all have SEPARATE launchers, and those launchers save a certain INSTANCE of the game, using THOSE mods, in THAT older version of the game.

You wanna play Skyfactory 3???? from 6 years ago??? No problem, have fun.. Click the Launcher. it boots up THOSE old out of date mods.. that aren't even in MC anymore.. and you play on a version of Minecraft called 1.10 That again.. is half a decade out of date.

THIS is how games do it, when they are constantly updating (due to early access, like bannerlord) or are just a game that never dies, and constantly gives more and more updates (a la Minecraft).
yogurt Mar 3, 2022 @ 3:38am 
Originally posted by Astartes:
My mod list is about 10 short of yours (~110 as apposed to ~120), and it was running perfectly fine until the hotfix the other day broke everything. I find that the developers seem to be a greater hazard to my game's stability than any amount of mods, unfortunately.

Anyway, I'd suggest adding Better Exception Window to your list. Pretty much the only way to troubleshoot a list this big.


You know that you can turn off auto-update in steam, right?
Jager Mar 13, 2022 @ 4:32pm 
Originally posted by the.lovewyrm:
Looks like a good experiment, especially if you tell Taleworlds if something goes up in really bad flames.
They are in charge of the mod interface after all, and are probably interested in having it bug free.

As for mod order. Why not split this test up into content additions, quality of life, and actual gameplay changes?
Then see which group creates the most conflicts.

Since you call this a test yourself, you consider it a nonstandard situation...thus, you're in somewhat uncharted territory.


So I'd like to pin point which mods conflict with each other, how would you personally go about doing that?
Jager Mar 13, 2022 @ 11:53pm 
Originally posted by Sheepify:
Originally posted by Jager:
So I'd like to pin point which mods conflict with each other, how would you personally go about doing that?
You're talking about a lot of work, but you should start by running pairs of everything long enough to see if there are any conflicts.

It's not impossible that some combination of multiple mods will break the game, but the major issues will come from incompatibility between specific mods, and that's easy enough - if time consuming - to check against.


So there's a few that I think are conflicting, but I'm unsure. What are your thoughts? I'd like to eliminate ones that I can right now lol
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Feb 28, 2022 @ 10:54pm
Posts: 11