Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

High Middle Ages Calradia
489 Comments
Rhya Aug 13 @ 5:12pm 
Does the mod work?
Ess Aug 8 @ 11:36am 
update? does this mod work ?
Ksarkin Jul 5 @ 1:45am 
Игровое сообщество STURGIA ищет новых игроков.
Наш основной проект - Bannerlord online. Сотни игроков на глобальной карте, отряды НПС, боссы, клановые войны, рейды и битвы за ресурсы. Одним словом ванильный банерлорд, только в онлайне, все лорды - игроки, а одновременный онлайн достигает 400 человек.
Наш дискорд: {LINK REMOVED}
The Lord Drake Jun 16 @ 9:02am 
Anyone else noticed some really weird equipment balance?
E.G. Leather caps having 4x the armour of an iron helm, padded shoulder having much higher armor than mail.
Sluipy May 24 @ 11:29am 
Does it still cause your game to crash?
[TG] Pvt. Wes Feb 14 @ 4:32am 
Ran into an issue and I believe it's related to this. The cause of the crash is supposedly missing food items. It's occurred on a new playthrough in Battania, I disabled all additional mods and ran with just this active only to crash in the same spot after loading an autosave. It was around Seonon, I don't know if this is helpful (my other character of 2000+ days hadn't experienced a single crash so I don't understand why it would start now.) This was the culprit line; TaleWorlds.CampaignSystem.GameComponents.DefaultMobilePartyFoodConsumptionModel.CalculatePerkEffects
vesa_keskinen official Feb 11 @ 5:29am 
mod breaks the game for ever if u disable it gl getting a refund
vesa_keskinen official Feb 10 @ 8:22am 
disabling mod makes game crash every time you try to load in to the game and forces you to reinstall the whole game
[TG] Pvt. Wes Jan 28 @ 10:26am 
any mods that go well with this?
Couilledacier Jan 16 @ 3:21am 
This mod just doesn't work
XTREMEist Jan 6 @ 3:45pm 
I feel like the Vlandians should have their Voulgiers instead of Pikemen, especially since they always tended to cover the anti-cav role better than the pikes, and are a more staple unit in their roster
Ronin Jan 4 @ 11:25am 
This mod combined with the outdated "The Last Kingdom" mod/custom map would be amazing. It would be the closest thing to Bannerlord The Last Kingdom
Lord-Dog Dec 20, 2024 @ 1:58am 
does it work with 1.2.9, thanks
544h45 Dec 9, 2024 @ 8:15pm 
Can you add the mod to a existing game?
SrokoszKrasny Nov 25, 2024 @ 12:21am 
Why is my fashion crashing?
SaAaafe Nov 17, 2024 @ 12:38am 
Should I have troop overhaul on rbm disabled?
NoNamedGuy Oct 23, 2024 @ 2:31am 
Jomsvikings having ortodox cross on their shields is the funniest shit ive ever seen today
Carface Is My Spirit Animal Sep 11, 2024 @ 8:11am 
If I try to turn off HMAC and run the save it crashes when loading it, which I assume is because those troops exist in all the parties and it just can't run without it at this point. Although, I have come across some "old" units like Elite Menavliatons and such and I get rid of them as soon as I can but who knows how many of them exist in my game in AI parties and such, if I try to click their portrait to pull them up in the encyclopedia it won't do anything; and I'm pretty sure I've had HMAC running since the very beginning of this save. Is there a particular part of the load order HMAC needs to be at?
Carface Is My Spirit Animal Sep 11, 2024 @ 8:11am 
I've been troubleshooting (beating my head against a wall) this issue for the past 2-days-ish because I really don't want to start a 1000+ day save over again for the 100th time.

I removed mods 1 by 1 to get the save as stable as possible and narrowed it down to 4 that will keep it from crashing (ran the game for a whole game year with no trouble) which are: Harmony (duh), your mod HMAC, Unlanded Clans (Nexus), and NPC Fixes Collection (Nexus).

**1000 character limit**
Maty743  [author] Sep 10, 2024 @ 11:21pm 
Sorry it should be : <!-- Comment -->
So it would look like this:
<!-- <XmlNode>
etc
etc
</XmlNode> -->
Maty743  [author] Sep 10, 2024 @ 10:58pm 
I'm not sure what might be causing that if mod, but since you're using the nexus version I'd suggest trying some things in that submodule you have already edited. Try "commenting out" 1 main block of code at a time, launching and seeing if crash/bug happens. In file you'll see I've added "comments" above all (I think) the blocks of code. To hide something as a comment I think it's <-- COMMENT !-->
You'll see what I've done in my existing comments. Make sure you put it <-- right before main block, and !--> right after end of block.
Carface Is My Spirit Animal Sep 9, 2024 @ 6:31pm 
I'm getting an error that I think maybe happening because of this mod ( https://report.butr.link/701928 ) as when I'm trying to isolate the problem, HMAC is the only mod I can't disable mid-playthrough as the game will instantly crash when I try to load the save.

It seems to be happening somewhere on the map in some AI battle and it always happens around the same day/time and I've tried verifying game files, loading an older save, trying with as few mods as possible, doesn't matter it will always run into this exact error again.
BubbleBabyBinkyBoy Sep 7, 2024 @ 3:54pm 
Thanks, appreciate it
Maty743  [author] Sep 6, 2024 @ 9:45pm 
*Also note that new campaign starts are required to see changes. Some armours might look weird as colours were chosen to work with permanent item colours
Maty743  [author] Sep 6, 2024 @ 9:43pm 
Hi cannon and toyota, yes this is possible but you'll have to get the Nexus version to edit. Inside the main folder for mod you'll see "SubModule.xml". Open that in notepad and delete this section then save:
<!--Custom flags-->
<XmlNode>
<XmlName id="Kingdoms" path="spkingdoms"/>
<IncludedGameTypes>
<GameType value="Campaign"/>
<GameType value="CampaignStoryMode"/>
<GameType value="CustomGame"/>
</IncludedGameTypes>
</XmlNode>
<XmlNode>
<XmlName id="Factions" path="spclans"/>
<IncludedGameTypes>
<GameType value="Campaign"/>
<GameType value="CampaignStoryMode"/>
<GameType value="CustomGame"/>
</IncludedGameTypes>
</XmlNode>
loose_cannon70 Sep 6, 2024 @ 8:27pm 
I'm also curious if there is a way to use the vanilla kingdom flags? I love everything else about the mod I just prefer the less muted colors
BubbleBabyBinkyBoy Sep 5, 2024 @ 8:14pm 
Really cool mod. But is there a way to change back the vanilla kingdom colors? I liked it more vibrant
isna Sep 5, 2024 @ 11:13am 
@maty743 But they were extremely rare. Now, most imperial armies have dozens of Varangian Guards, which makes no sense considering that the Varangian Guard made up only 1-2% of the Byzantine army
In my opinion, it would make more sense if they were just mercenaries or had a separate line for them. It’s weird that you train pure-blooded imperials and they magically transform into Nordics and get their equipment
Maty743  [author] Sep 5, 2024 @ 2:53am 
@isna in terms of in-game mechanics, yes I agree it doesn't really make sense. But I based empire factions on real life Byzantine empire. Varangian troops were a key feature of theirs
Maty743  [author] Sep 5, 2024 @ 2:50am 
@Chief if paid per hour it would be massive amount haha. These projects eat up so much time. Really need teams and years for full conversions
Maty743  [author] Sep 5, 2024 @ 2:48am 
@awol glad you have enjoyed it. Unfortunately they were one of the units I sacrificed in attempts to balance out rosters aand also have pike units for all. Not playing imperial factions myself before this probably made me neglect them a bit sorry. I'll keep them in mind for next update
isna Sep 5, 2024 @ 1:55am 
What is the lore of upgrading heavy imperial infantry to varangian? where is the sense? where are the legionaries?
Chief Sep 4, 2024 @ 3:01pm 
Out of curiosity what do you think it would cost to hire a development team or yourself to make a complete conversion for banner lord 2 like this but much more completed
Awol Aug 28, 2024 @ 6:39am 
love this mod have done multiple campaigns on it, i noticed that imperial menavliatons dont have menavlions. only pikes, this makes them completely useless. in the base game they are used as shock infantry but in this version they are simply fodder
Maty743  [author] Aug 24, 2024 @ 5:13pm 
Continued: Not sure how balance is sitting compared to my original launch (when I thought the game was finished sigh), but at some stage once I get back into Bannerlord I'll put in the time to have a look at the entire roster balance, skills and equipment.
Maty743  [author] Aug 24, 2024 @ 5:13pm 
Some brief testing and archers are acting differently from what I remember (both modded and un-modded). Also my best longbow unit I think has longer range than when I made mod, so maybe they changed the stats of the bow they are using as skill doesn't seem to be the main factor there.
That's something I will consider updating in next patch but the drastic decrease in accuracy I'm observing with current build of Bannerlord might mean they don't need to be nerfed.
For your original issue with "engage" and hills, maybe try the "realistic arrow arc" in the combat module of RBM, but the overhaul and most other things in it disabled. Might help but not sure.

Ultimately I did want a longer range for archers than in vanilla, and if this causes some weird AI behaviour at times I might have to accept that negative in favour of the positives.
Thyler Aug 24, 2024 @ 6:50am 
Without the mod, Fian champions skirmish around 120 give or take.
with the mod, the longbowman skirmish around 150-160
Thyler Aug 24, 2024 @ 6:40am 
ah yeah that sounds rough. ill give the battanian units a test here real quick and let you know
Maty743  [author] Aug 23, 2024 @ 9:44pm 
Sorry I was referring to other persons issue. Did the hero Bitannia units also have issue? It might be the good bows I gave units as well. I'll do some testing when I have some free time.
Unfortunately this game is still early access (even if they say it's not) and they continuously cause modders headaches with their updates and changes. So I can't promise I'll fix any minor issues as the next week they'll just break something else. It's super frustrating for everyone unfortunately :'( I'm just glad the major conversion mod teams keep soldiering through
Thyler Aug 23, 2024 @ 2:09pm 
I did some more testing aswell just really see what i can rule out. And, testing the archers engage mechanic solely, The reason it seems to act weird is just because they engage at over twice the distance than in vanilla. Vanilla they engage around, give or take, 80 or 90 meters, and probably from the skill change, even though i tried to test as similar units as i could, with this mod they engage at about 180 meters which results in them doing some seemingly dumb things. As for the infantry not falling back when told to, and instead just standing there, i have yet to test.
Thyler Aug 23, 2024 @ 6:42am 
hmm okay. will give that a shot, sorry for the late response. was 1am at the time of my last message lol. went to bed. Too bad these things arent crystal clear with an easy fix aye. lmao Thank you for your quick response ^.^
Maty743  [author] Aug 23, 2024 @ 4:16am 
This looks like a base game issue. I'm pretty sure it's not RBM either as I just tested. A Bannerlord update would have changed/broken something. If you want them to skirmish try "Delegate command" and they should act as intended (circle enemy).
Carface Is My Spirit Animal Aug 23, 2024 @ 3:44am 
I've noticed that my horse archers will just sit there and shoot when told to engage instead of moving and shooting like they're supposed to but I don't know if that has something to do with this mod or RBM.
Thyler Aug 22, 2024 @ 10:00pm 
Yeah that was something i was intrigued with, as i didnt think this changed any ai behavior, considering you even suggested the use of RBM. But standalone, the units do behave differently with this mod enabled then with it disabled and im not sure why. Especially considering you saying the units have close to vanilla stats. But then that wouldnt explain why they just sit still when given the fallback command aswell
Maty743  [author] Aug 22, 2024 @ 9:50pm 
My mod changes no AI. Only changes are to skills which might make any default issues with base game more obvious through increased or decreased shooting distances from said skill stats. From memory I don't think they are much different from vanilla though.
Thyler Aug 22, 2024 @ 9:35pm 
Found something odd that occurs when telling archer to engage. it "works" but in a very unintelligent way. They try to keep distance at around 120ish, but wont move forward to go over hills or other objects, meaning most of the time they just sit there doing absolutely nothing. Compared to vanilla where they will move up to where they can see the enemy, engage, and fall back if the enemy gets too close. I even tested it with nothing but just this mod running, and the same issue still occurs.

To repeat
Go to any battle with archers on a hilly map
Tell them to engage
They do "engage" but at a LARGE distance, and placing terrain between them and the enemy.

Also, the fallback command seems bugged too. if you tell your troops to fall back and the enemy is too close, they just sit still.
Carface Is My Spirit Animal Aug 17, 2024 @ 4:44am 
Oh the SubModule.xml ok I found it, there was a section "Custom Flags" and removing that restored the original colors, thank you.
Maty743  [author] Aug 16, 2024 @ 6:26pm 
Can't remember exact details and can't access files for a while. But think it was the main xml file in the first folder. Open in notepad and I have left comments of which each section does. Just delete relevant section including its <???> </???> tags. New campaigns are needed to see changes from this
Carface Is My Spirit Animal Aug 16, 2024 @ 3:57pm 
What file would you need to edit and with what?
RatKing ッ Aug 16, 2024 @ 9:59am 
being able to change colors easy would be nice when i join a kingdom having a different color shield and different color Armour kinda turns me off a bit.