Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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ranged aim is off
I noticed my archers were all firing on the ground, always underestimating distance. When my character fell, I took over another with a crossbow. It is as though my aim was uncalibrated, always firing much too low. I needed to overcompensate quite a bit to hit anything. Unfortunately the AI does not do this and pretty much makes ranged units useless unless they are within feet of the enemy. Is this a known bug? I have RBM installed, could it have to do with that?
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Showing 1-13 of 13 comments
yea rbm makes lower power bows have lower dropoff, use "bigger" bows or composite bows along with suitable weight arrows for the best ballistics. as for your aim being uncalibrated, i think it's rbm doing that, but i'm not too sure since i have yet to play vanilla.

"bigger" bows will require higher skill with archery before you can shoot faster though.
Last edited by Khergit Horse Archer; Feb 13, 2023 @ 6:38am
thelongjohn18 Feb 13, 2023 @ 6:36am 
I get that, but I would think this would take into account troop trees (e.g., I can't set their bows). But yes. the moment the bolt/arrow is loosed it is a few degrees below the reticle. Seems to effect both player parties and AI parties. I am guessing it is rbm. Not much in the way of configuration however.
Originally posted by thelongjohn18:
I get that, but I would think this would take into account troop trees (e.g., I can't set their bows). But yes. the moment the bolt/arrow is loosed it is a few degrees below the reticle. Seems to effect both player parties and AI parties. I am guessing it is rbm. Not much in the way of configuration however.

which units specifically though?
thelongjohn18 Feb 13, 2023 @ 7:29am 
I don't think it is a unit issue. For example, I have run custom games where ranged units fired into unshielded units and they literally register no hits (let alone kills) until they are within 10-20 paces of each other. The same happens in campaign where I have a variety of ranged units within one "platoon". They never register kills unless the battle is automated.
Vega Feb 13, 2023 @ 11:47am 
Yes. Almost everything you described is part of Realistic Battle Mod. Some of those features can be adjusted in the MCM Options BUT only on the main menu, eg posture system, ranged reload speed, etc.

Anyway, so troop archers being blind, or what I would describe as "my archers are being a-holes". Firing quite a short distance, constantly at the ground.. almost as if they were on a permanent "attack ground" stance. This is something I believe to be related to incorrect load order or file structures relating RBM & Troop overhauls that use RBM patches.

To be specific, I had this with Warlords Battlefield. WB includes some RBM xml files, which are responsible for a lot of things, specifically the bows the troops use. Anyhow, the file structure was incorrect and as a result, WB needed to be loaded before RBM which made zero sense. I fixed it correctly referencing RBM xml files in WB's SubModule.xml and then loaded the troop mod AFTER RBM, so that it loads the combat overhaul first, and then load the troop overhaul, and overwrites the necessary files.

Archers worked afterwards.
Last edited by Vega; Feb 13, 2023 @ 11:50am
thelongjohn18 Feb 13, 2023 @ 12:07pm 
Ok, yes I have WB installed. Must be that. I will see if I can figure it out myself but any further guidance would be appreciated, thanks Vega
Vega Feb 13, 2023 @ 12:23pm 
If you would like to test out my method (it is logically sound but I can't confirm if I am 150% correct). Do the following fix:

1) Move the four RBMCombat_* files from that RBM folder to WarlordsBattlefield/ModuleData like the rest. Delete RBM folder
2) Edit WB's SubModule.xml so it looks like this https://pastebin.com/i7EnRvnw - the four files need to be referenced, so they can properly overwrite the ones from RBM since they match.
3) Load your mods in this order

RBM
WarlordsBattiefield
Tier 7 Troops Unlocker

Alternatively, if you don't want to follow my method, touch nothing. The original load order for this mod is basically RBM loading after the two mods. Good luck!
Last edited by Vega; Feb 13, 2023 @ 12:26pm
thelongjohn18 Feb 13, 2023 @ 7:12pm 
Ok, I moved _arrow_visuals, _axe_pieces, _couched_lances, and _ranged to the WB module data and deleted them from rbm

I overwrote the shared xml file and adjusted the load order.

Let's see.
thelongjohn18 Feb 13, 2023 @ 7:16pm 
Error popped up after trying to load in a custom battle saying the couched lances could not be found in the rbm folder.
thelongjohn18 Feb 13, 2023 @ 7:21pm 
I am guessing you meant those rbmcombat xmls. Mine has 29 of them.
Vega Feb 14, 2023 @ 1:03pm 
1) I'm not sure WB works in a custom battle - might be one of those mods where custom troops cannot be loaded into custom battle.

2) 29 of them? Did you touch the files of Realistic Battle Mod? You made an oops. The RBM version of Warlords Battlefield has a RBM folder in it.. that needs to be yeeted into the sun or basically the four files inside *that* folder need to be moved into the ModuleData folder for Warlords Battlefield. Re-install both mods if you made an oops.

Here is an image example of what to do: https://i.imgur.com/jPGsnoo.png - This is the file structure of "Warlords Battlefield 1.0.0 RBM", it is for 1.0.0 - 1.0.3 (it's what I use).

If you did it right, it should look like this (ignore the explorer window, I use Mod Organizer 2): https://i.imgur.com/KQLnDeh.png - WB is loaded with XMLs lol.
Last edited by Vega; Feb 14, 2023 @ 1:15pm
thelongjohn18 Feb 15, 2023 @ 7:51am 
Sorry, I am a bit confused. I have downloaded Warlords Battlefield 1.0.0 RBM. The zip file comes with two separate folders 1) RBM as you have described with only the 4 xmls; 2) Warlords Battlefield.

However, I have the original version of RBM (1.03) already in Modules so I did not transfer over the WB RBM folder, only the WB folder. Is there a difference between the RBMs? Will that cause instability?

I saw on the WB nexus page many users suggesting to have WB before RBM (as you mentioned earlier made zero sense). I switched them to test and the archers are now competent.
Vega Feb 16, 2023 @ 1:42pm 
It's fine. Right so, getting it out of the way - the core mod Realistic Battle Mod shouldn't be touched. So WarlordsBattlefield comes with these four RBM files, in a folder called RBM

RBMCombat_arrow_visuals
RBMCombat_axe_pieces
RBMCombat_couched_lances
RBMCombat_ranged

They contain original RBM values but ALSO contain values for the troops/gear for Warlord Battlefield added into it. One such example is the last one, ranged. The one included in WB contains like ~380 additional lines, it's basically troop equipment.

These files are supposed to overwrite the original ones from Realistic Battle Mod. If they do not overwrite, the mod will not work right. One such example is the archers having terrible aim. Really.. terrible aim.

I recommend you just do as you're doing. Re-install WB if needed to restore anything and load it first, then load RBM after. By doing this, WB loads, then RBM loads, and then the four files that were overwritten are loaded and the troop overhaul works. My method accomplishes the same thing by RBM loading first, WB loading after, the four files inside of WB set up to properly overwrite the ones from RBM, bang. Overhaul works.

It's just.. OCD.
Last edited by Vega; Feb 16, 2023 @ 1:58pm
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Date Posted: Feb 13, 2023 @ 6:16am
Posts: 13