Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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morgezuma 28/jan./2024 às 19:07
Still impossible to lose
Everyone wins just for showing up. Wow, and we don't have to pay extra for that. What a deal.

I just spend an hour losing as many battles as you can in that time. Jumping off high towers. Attacking, and losing to, street thugs. There is no way to die. Only your adversaries can die. You are immortal. Yay, what a thrilling adventure.
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Karna5 30/jan./2024 às 18:43 
Escrito originalmente por Action Man:
Escrito originalmente por Karna5:
Which XML file, Action Man, and what do you change to alter chance of death in combat? Thanks.

In the mod Death for All, the mod author explains how to alter the chances the mod sets for death. Should always RTFM. :)
Thanks a ton, Action Man. That's very helpful. I like to stack as many consequences to failure as I can, and that intrigues me. I'll try it.

I even have been testing the Better Executions mod this last week on the understanding one of the things it adds is the ability for NPCs to execute you if you're captured, but I haven't been executed yet *laughs* I'll check out Death for All thanks to your tip *bows*
Última edição por Karna5; 30/jan./2024 às 18:53
Dave1029 30/jan./2024 às 20:40 
Fun fact: death for nobles was extremely rare even in active combat. Not only that, people would go out of their way to not kill nobles for the ransom. Full plate really did work to prevent fatal wounds. The more realistic setting would be the oregon trail route where you randomly would die of dysentery.
Karna5 30/jan./2024 às 20:44 
Jut an update on my testing with the Death for All mod. I did three kamikazi battles (taking 26 or so against 650+ enemies). The first two losses I was simply knocked out and captured. The third loss I was knocked out and captured, but my follower who has been with my party for four generations (I'm playing a great grand daughter) got killed in battle. *sad*

So the Death for All mod doesn't make death automatic, but it does seem to increase the death rate significantly (I set the config file to "1" which is the highest death rate).

I'm going to restore to before the battle to get my follower back because I hate to kill her on a kamikaze test. If she's going to die I'd rather it be in true line of duty. But I'll keep that death for all mod going forward.

It does work with game version 1.2.8.

p.s. I forgot to mention that in my kamikaze tests I had decent armor and fairly high medicine skill. The death for all mod said it doesn't remove the death chance reduction from that, and it seems to be correct.

p.p.s. I redid the fight, 673 enemy but this time with 98 on my side (all cavalry), and I fought smartly instead of kamikaze. I won the battle this time with 22 survivors on my side, but my follower died again. I'll keep this death, though, since it was a sincere battle instead of a test.
Última edição por Karna5; 30/jan./2024 às 21:47
Karna5 30/jan./2024 às 20:51 
Escrito originalmente por Dave1029:
Fun fact: death for nobles was extremely rare even in active combat. Not only that, people would go out of their way to not kill nobles for the ransom. Full plate really did work to prevent fatal wounds. The more realistic setting would be the oregon trail route where you randomly would die of dysentery.
That's pretty neat info, Dave. Out of curiosity, which country (or countries) and century was that the case? I recall reading in several history books that by Battle of Agincourt mobs of peasants with spears were stabbing knights in the joints when they slipped in the piled high bodies in mud, but I also agree that even in bloody battles like that most combatants survived. What you say about ransom makes sense, but I'm curious which setting it was the case. Thanks.
Aegyssus 30/jan./2024 às 21:56 
Escrito originalmente por morgezuma:
Everyone wins just for showing up. Wow, and we don't have to pay extra for that. What a deal.

I just spend an hour losing as many battles as you can in that time. Jumping off high towers. Attacking, and losing to, street thugs. There is no way to die. Only your adversaries can die. You are immortal. Yay, what a thrilling adventure.

When you start m&b2 Bannerlord

In that window that poops-up

Cluck on "Single-player"
now click on "mods"

Under
"SandBos Core"
And above
"CustomBattle"
(which are enabled by default)
is:
"Birth and Death Options"
This option-mod is part of the game itself and is not an independent mod.
Enable that option.

Your character WILL die, according your skills,during and/or after battle due to wounds.
Death will also occur due to old age (random)
Última edição por Aegyssus; 30/jan./2024 às 21:57
Karna5 30/jan./2024 às 21:59 
This comment is for anyone who hasn't noticed a hero die in battle (hero also including yourself, of course, but can be enemy as well).

It's easy to miss, but in the after action report of a battle there are two places you can look to see if any hero died. I just had one die in a battle a moment ago so took a screen shot for reference.

https://i.imgur.com/A4FFR7f.jpeg

You'll find a comment at the top saying which hero(es) died, and the column with death counts will also list that hero as dead rather than injured.

If you see your own name there, you can hit record video if you want so you catch the death scene which follows.
morgezuma 30/jan./2024 às 22:27 
Escrito originalmente por Karna5:
Escrito originalmente por morgezuma:
You say you died in captivity because of 'captivity events'. I sense you've got some mod that can make death a possibility. I've used "Death For All", but it seems to be out of date now and in my previous run, though it upped my excitement, because I thought I might die, I guess I did too well, armored up too much, and whatnot so then, never died. Now again, I have strong doubts it can happen.....
Where can I get your mod that allows death in captivity?


I suspect what you're looking for is consequences, so Captivity Events might be right for you (keeping in mind it's an adult role playing mod).

Consequence is all I need. Don't like playing a god among mere mortals. The chance of dying is crazy small, then add to that it's easy enough to be suited up in top tier armor and with cavalry only armies you can pick your battles. On top of that, you can bribe your way out of battles. On top of that, you can sacrifice soldiers to retreat. Will all this, I've played many hundreds of hours and never died. The Dev tilted to world far to far in favor of the player.

Update. I used Death for All mod even though the game says its out of date. I started an old character, then with no armor or medical skill I was able to die in battle about 20% of the time. I don't know the math, but now when I play for real, I will armor up and try to be careful, but I feel there will be a chance to die, at least until my skills get OP.

The last time I used Death for ALL, my character was so gnarly with skills including maxed medicine and athletics among others and awesome armor so I started to feel immortal again. Not sure if death could catch me, but it seems not. Though maybe I was just lucky.

How complicated is it to set up the mod you mentioned and how many other mods are required to make it work? I used such mods a long time ago with Skyrim, but I'm a little reluctant to fiddle with it if it takes a lot of mods that might go out of date and/or make the game unstable.
Karna5 30/jan./2024 às 22:35 
Hey, congratulations on your successful tests, morgezua. And I agree consequences are important. I need to go afk for a few minutes, but when I return I'll put together the related mods I use for captivity events as well as their load order.
Karna5 30/jan./2024 às 23:04 
Escrito originalmente por morgezuma:
How complicated is it to set up [Captivity Events] and how many other mods are required to make it work? I used such mods a long time ago with Skyrim, but I'm a little reluctant to fiddle with it if it takes a lot of mods that might go out of date and/or make the game unstable.
I've used the following set of mods with at least a dozen play throughs (hundreds of hours) in version 1.2.8 of Bannerlord. I'll list them in the load order I set up in the bannerlord launcher.

All mods are from Nexus Mods, not from Steam Workshop. I personally use Nexus Mod Manager Community Edition to install Bannerlord mods, but you can use the mod manager of your choice.

I'll also list a few mods not related to Captivity Events but so you know where they'[d go in the load order if you elect to use them or anything like them.

- Harmony v2.3.0.186
- ButterLib v2.8.15.0
- UI ExtenderEx v2.9.0.0
- Mod Configuration Menu v5.9.2.0
- [all the vanilla modules here including death and aging]
- Adonnay's Troop Changer v1.9.3.0 (not related to captivity events)
- Hot Butter v2.0.5.0 (is related to captivity events)
- GT_CarbonBody (not related to captivity events, but I like its body more than hot butter's)
- kult_of_the_kallipygos_2_armory (not related to captivity events, but it adds weapons and armors which I like for Carbon Body)
- Achievement Unblocker (not related to captivity events)
- Character Reload Fix (not related to captivity events, but lets me change appearance of any party members)
- Hip Quivers v2 (not related to captivity events, but moves quivers so they do'[t cover the butt)
- Captivity Events v1.2.8.1111 (base module from Captivity Events page)
- Default Captivity Events (from same page, separate download)
- CE Animation Expansion (from same page, separate download)
- CE Bandit Expansion (from same page, separate download)
- kult of the kallipygos 2 v1.0.1.0 (not related to captivity events, but adds more female NPCs for carbon body and adds a lot of diversity to your enemies)
- I Don't Care - Campaign Log Filter (not related to CE, but is quality of life spam filter)
- Baby Growth Mod (not related to CE, but I use it to triple speed of growth from baby to age 18)
- Adjustable Bandits (this is the only mod from Steam Workshop. Is not related to captivity events, but I use it to make bandit lairs and bandit parties way, way harder. This said, I've found you should not adjust it mid-playthrough as it seems to create instability if I do. Use this one with discretion. Other bandit party size mods I've tried ruined my sve files, so again, be careful. And this has nothing to do with captivity events.)
- Better Core (not related to CE, but is needed for the following mods I use)
- Better Executions (in THEORY this will let NPCs execute you, but I have not had that happen yet. this is not related to CE)
- Better Horses (not related to CE)
- Better HUD (not related to CE, but it's nice quality of life)
- RTS Camera (I just installed this yesterday and have used it in several battles. Its main feature which is nice is that if you die, you continue the fight as one of your followers. It's version 4.1.30.0 with a title which says it's made specifically for game version 1.2.8. If you use RTS camera, make sure to use the 1.2.8 version. This is not related to captivity events)
- Death For All (you know this one already *laughs* and not related to CE, of course)
Última edição por Karna5; 30/jan./2024 às 23:09
morgezuma 30/jan./2024 às 23:31 
Escrito originalmente por Karna5:
Escrito originalmente por morgezuma:
How complicated is it to set up [Captivity Events] and how many other mods are required to make it work? I used such mods a long time ago with Skyrim, but I'm a little reluctant to fiddle with it if it takes a lot of mods that might go out of date and/or make the game unstable.
I've used the following set of mods with at least a dozen play throughs (hundreds of hours) in version 1.2.8 of Bannerlord. I'll list them in the load order I set up in the bannerlord launcher.

All mods are from Nexus Mods, not from Steam Workshop. I personally use Nexus Mod Manager Community Edition to install Bannerlord mods, but you can use the mod manager of your choice.

I'll also list a few mods not related to Captivity Events but so you know where they'[d go in the load order if you elect to use them or anything like them.

- Harmony v2.3.0.186
- ButterLib v2.8.15.0
- UI ExtenderEx v2.9.0.0
- Mod Configuration Menu v5.9.2.0
- [all the vanilla modules here including death and aging]
- Adonnay's Troop Changer v1.9.3.0 (not related to captivity events)
- Hot Butter v2.0.5.0 (is related to captivity events)
- GT_CarbonBody (not related to captivity events, but I like its body more than hot butter's)
- kult_of_the_kallipygos_2_armory (not related to captivity events, but it adds weapons and armors which I like for Carbon Body)
- Achievement Unblocker (not related to captivity events)
- Character Reload Fix (not related to captivity events, but lets me change appearance of any party members)
- Hip Quivers v2 (not related to captivity events, but moves quivers so they do'[t cover the butt)
- Captivity Events v1.2.8.1111 (base module from Captivity Events page)
- Default Captivity Events (from same page, separate download)
- CE Animation Expansion (from same page, separate download)
- CE Bandit Expansion (from same page, separate download)
- kult of the kallipygos 2 v1.0.1.0 (not related to captivity events, but adds more female NPCs for carbon body and adds a lot of diversity to your enemies)
- I Don't Care - Campaign Log Filter (not related to CE, but is quality of life spam filter)
- Baby Growth Mod (not related to CE, but I use it to triple speed of growth from baby to age 18)
- Adjustable Bandits (this is the only mod from Steam Workshop. Is not related to captivity events, but I use it to make bandit lairs and bandit parties way, way harder. This said, I've found you should not adjust it mid-playthrough as it seems to create instability if I do. Use this one with discretion. Other bandit party size mods I've tried ruined my sve files, so again, be careful. And this has nothing to do with captivity events.)
- Better Core (not related to CE, but is needed for the following mods I use)
- Better Executions (in THEORY this will let NPCs execute you, but I have not had that happen yet. this is not related to CE)
- Better Horses (not related to CE)
- Better HUD (not related to CE, but it's nice quality of life)
- RTS Camera (I just installed this yesterday and have used it in several battles. Its main feature which is nice is that if you die, you continue the fight as one of your followers. It's version 4.1.30.0 with a title which says it's made specifically for game version 1.2.8. If you use RTS camera, make sure to use the 1.2.8 version. This is not related to captivity events)
- Death For All (you know this one already *laughs* and not related to CE, of course)

Super helpful. Your mod list may save my Bannerlord experience (and also make it a whole new game). Much appreciated
Dave1029 30/jan./2024 às 23:41 
Escrito originalmente por Karna5:
Escrito originalmente por Dave1029:
Fun fact: death for nobles was extremely rare even in active combat. Not only that, people would go out of their way to not kill nobles for the ransom. Full plate really did work to prevent fatal wounds. The more realistic setting would be the oregon trail route where you randomly would die of dysentery.
That's pretty neat info, Dave. Out of curiosity, which country (or countries) and century was that the case? I recall reading in several history books that by Battle of Agincourt mobs of peasants with spears were stabbing knights in the joints when they slipped in the piled high bodies in mud, but I also agree that even in bloody battles like that most combatants survived. What you say about ransom makes sense, but I'm curious which setting it was the case. Thanks.
Agincourt in particular is kind of an exception. Sometimes they just wanted to murder people. I'm not an expert on specific nations and what they did. There were always cases where everyone was executed but when wars were mostly petty squabbles or land grabs/families trying to raise their status... bloodshed was less than you'd expect.
Karna5 30/jan./2024 às 23:53 
Escrito originalmente por Dave1029:
Agincourt in particular is kind of an exception. Sometimes they just wanted to murder people. I'm not an expert on specific nations and what they did. There were always cases where everyone was executed but when wars were mostly petty squabbles or land grabs/families trying to raise their status... bloodshed was less than you'd expect.
That makes sense *Laughs* Thanks for the info, and I agree with you :)
jptenn 31/jan./2024 às 5:46 
Escrito originalmente por Dave1029:
Escrito originalmente por Karna5:
That's pretty neat info, Dave. Out of curiosity, which country (or countries) and century was that the case? I recall reading in several history books that by Battle of Agincourt mobs of peasants with spears were stabbing knights in the joints when they slipped in the piled high bodies in mud, but I also agree that even in bloody battles like that most combatants survived. What you say about ransom makes sense, but I'm curious which setting it was the case. Thanks.
Agincourt in particular is kind of an exception. Sometimes they just wanted to murder people. I'm not an expert on specific nations and what they did. There were always cases where everyone was executed but when wars were mostly petty squabbles or land grabs/families trying to raise their status... bloodshed was less than you'd expect.


Let's remember that Henry V ordered all the French prisoners to be executed in retaliation for a French raid on the English baggage train. The writings of the English Chaplain (who was in the baggage train) states the raid came before the battle. Henry protested that the killing of young squires in the baggage train was a particularly heinous violation of the Code of War.
Última edição por jptenn; 31/jan./2024 às 5:46
Karna5 31/jan./2024 às 7:02 
Just a heads up, morgezuma, I tried to start a new game and kept crashing, so on a hunch I disabled RTS Camera, and the crashing stopped. That's a mod I hadn't validated with hundreds of hours, and I'm deciding it's not stable. So I'm going to uninstall that one.

This said, the problem only seems to be related to new games.So you could, if you really want to use it, start a new game with it disabled and then enable it afterward.

It's not related to captivity events, of course :)
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