Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

My Little Warband
TOR support?
currently the mod works fine with TOR with the exception of units with guns...
as TOR adds the "gunpowder" stat which isnt required for the troops to be equipped with any firearm however due to the unit having 0 in gunpowder skill as you cannot assign points its more effective to give the units stones than grenade launchers.
so i wish to ask if it would be possible to make a separate version of this mod with a bit extra code to support TOR firearms so that i may blot out the sun with bullets and bombs instead of arrows.
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Showing 1-11 of 11 comments
OneShotPaddy Dec 21, 2022 @ 11:20pm 
I came here today specifically to ask this question. Thank you for posting this!
Sawtooth44 Dec 31, 2022 @ 1:08pm 
or an option to change stat types like change crossbow for (insert custom stat name here) this would also proof it from other mods in the future adding there own stats
I have been playing around with the exported XML file to add the skills from TOR, obviously that didn't work, because MLW do not recognize the skill id when importing it into the game. Im going to continue fibbing with it and if I manage to find a solution I will post it here.
MJOLNIR RECON #55 Jan 9, 2023 @ 4:04pm 
Soooooo I managed to get troops into the game with the gunpowder skill. It's not an optimal way. You will need either the cheat mod or a way to add troops to your party through the Encyclopedia.

Why it doesn't work:
So we know that MLWBD doesn't have the gunpowder skill implemented in the mod. So when we import a troop tree through the mod AKA when you go to the tavern in game and use the import function the troops can ONLY have the skills that the mod has implemented.

The Nasty Solution:
Create your troops in MLWBD and export the XML.

Now you should have your troop tree in your modules folder:
Modules / "Name of your troop tree" / ModuleData: troops.xml

Open the XML file with your editor of choice. (Note pad works fine).
Now this will look scary if you are not familiar with code, but it is very easy.
All you need is to remember the name of the troop you want to add the gunpowder skill to.
Or check the line <Equipments>
If the troop has a weapon that is a gunpowder weapon you might want to add the skill to that troop.

How do you add it?

Simple you add the line:
<skill id="Gunpowder" value="X"/> //X = the level of the skill.
With the other Skills in the <skills > block.

I added it between the crossbow skill and throwing, like this:

<skills >
<skill id="Athletics" value="90"/>
<skill id="Riding" value="0"/>
<skill id="OneHanded" value="90"/>
<skill id="TwoHanded" value="0"/>
<skill id="Polearm" value="90"/>
<skill id="Bow" value="0"/>
<skill id="Crossbow" value="0"/>
<skill id="Gunpowder" value="90"/>
<skill id="Throwing" value="0"/>
</skills>

Thats it....
For adding the skill to the troop.

Now start the launcher, activate the troop module in mods and start the game.
The troop should now be in the "Troop" tab in the Encyclopedia and presto they have the Gunpowder skill. Now you just need to add the troop through the Encyclopedia.
With the cheat mod, activate Enable Hotkeys then select the troop and press ctrl + h, or ctrl + shift + h. Or any other way you can add troops from the Encyclopedia troop tree.

I can look into making a patch mod for MLWBD but then i need permission of the author, and I haven't really made any mods for Bannerlord yet but I'm willing to try.
In theory it should just be about adding the skill for the exception check when importing, but then we still need to do the XML editing part.

Well that's that. Quite some hoops to jump through but for me it was worth it to be able to have ranged units that doesn't shoot like a Storm trooper from starwars.
not all heroes wear capes sir, you've proven that, thanks.
MJOLNIR RECON #55 Jan 10, 2023 @ 4:04am 
Originally posted by Queen Chrystaliana:
not all heroes wear capes sir, you've proven that, thanks.

Thank you :>

Im working on a better solution in the MLWBD dll file. I have some experience in c# and .net but i feel a little bit lost. If i get it working as intended then we only need to add the line in the XML file and then be able to recruit the units with the Gunpowder stat. Or i might do a solution that the Gunpowder stat is the same as the crossbow stat, so if you + crossbow you + gunpowder.
I will post results here if I get it working. :>
MJOLNIR RECON #55 Jan 12, 2023 @ 4:41am 
Im working on a patch mod. Its almost done, just having some people test it before i publish it.

Its gonna work like this:
You create your troop tree. Export it. Edit xml file to add gunpowder.
Enter game with the patch mod and troop tree activated.
If you are playing the same save as the one that created the troop tree, then you just need to hit "insert" on the keyboard. And now all the ones that should have gunpowder now has it.

If you are starting a new game with the troop tree you made, you will have to import it before pressing insert to copy the gunpowder skill.
MJOLNIR RECON #55 Jan 13, 2023 @ 9:00am 
I am BACK! And here you go:
https://www.nexusmods.com/mountandblade2bannerlord/mods/5010
Now you can even choose if your troops should be vampires or not! Spooooky!
Sawtooth44 Jan 14, 2023 @ 6:36pm 
would you be able to upload it to the workshop?
more places it is the more people will be able access it
MJOLNIR RECON #55 Jan 19, 2023 @ 9:47pm 
Originally posted by Sawtooth44:
would you be able to upload it to the workshop?
more places it is the more people will be able access it

I will look into it, but i cant get their modkit to work with my mod for some reason. And the mod has to be published through their modkit to be uploaded on the workshop.
OneShotPaddy Jan 21, 2023 @ 11:41pm 
I found this post again by accident and now I see your great work, trap-brat. Thank you :) .:steamthumbsup:
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