Knight Ravens

Bannerlord

Mount & Blade 2 Bannerlord Mod Section

Useage Guide

General across the board instructions/issues;

Just add the mod to your modules folder (C:Program Files (x86)SteamsteamappscommonMount & Blade II BannerlordModules) and then activate it in the launcher’s Mods menu.

Note: Some people may have an issue with the game not being able to load the mod. If the game crashes on startup after you have installed this mod, you can try unblocking the mod’s .dll files. Open the mod folder in your modules folder, then navigate to bin -> Win64_Shipping_Client. Right click on BannerlordTweaks.dll and select Properties. In the popup window, check the Unblock checkbox at the bottom. Do the same for 0Harmony.dll as well.

Another thing to try is running the game in administrator mode. Navigate to “C:Program Files (x86)SteamsteamappscommonMount & Blade II BannerlordbinWin64_Shipping_Client” then right click on the file named “TaleWorlds.MountAndBlade.Launcher.exe” and click properties. Go to the “Compatibility” tab and check the “Run this program as an administrator” checkbox, then hit OK. (This requires you to have administrator priviliges on your computer.)

If these methods don’t help, there are further steps you can take:

Make sure that the mod is beneath all of the official modules in the launcher. This mod depends on code from all of the modules and needs to be loaded after them. It has been brought to my attention that other mods that haven’t got the SubModule.xml file setup correctly can cause problems for those that do. If the mod load order is being jumbled up, check through the SubModule.xml file for each mod you have installed and ensure they contain this piece of code:
<Official value=”false”/>
<DependedModules>
<DependedModule Id=”Native”/>
<DependedModule Id=”SandBoxCore”/>
<DependedModule Id=”Sandbox”/>
<DependedModule Id=”CustomBattle”/>
<DependedModule Id=”StoryMode”/>
</DependedModules>
If they are missing even one of the lines, edit the SubModule.xml file and add the missing pieces in. Check the launcher again to see if the mod order is correct. The official TaleWorlds modules should all be grouped together at the top.
Bannerlord Tweaks

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Crafting Stamina:
– Stamina cap raised from 100 to 400. (Patched method -> CraftingCampaignBehavior.GetMaxHeroCraftingStamina)
– Stamina gain raised from 5 per hour to 10 per hour. (Patched method -> CraftingCampaignBehavior.HourlyTick)
– Optional setting to disable crafting stamina entirely (Disabled by default. Patched method -> CraftingVM.HaveEnergy)

Battle rewards:

– Doubled renown gain from battles. (Patched method -> DefaultBattleRewardModel.CalculateRenownGain)

Party size:

– Gain bonus party size from Leadership and Steward skill. Bonus is equal to 30% of Leadership skill value + 30% of Steward skill value. (Patched method ->DefaultPartySizeLimitModel.CalculateMobilePartyMemberSizeLimit)

Tournament rewards:

– Increased renown from winning a tournament from 3 to 8. (Patched method -> DefaultTournamentModel.GetRenownReward)
– Added 500 gold reward for winning tournament. (Patched method -> TournamentBehavior.OnPlayerWinMatch)
– Added ability to increase maximum bet amount. Disabled by default. (Patched methods -> TournamentVM.RefreshBetProperties, TournamentVM.RefreshValues, TournamentVM.get_IsBetButtonEnabled)

Skill experience multiplier:

– Added a global multiplier to skill experience gain. This multiplier is on a curve, starting from 1 at skill level 1 and going to about 12 at skill level 250. I added this because after 20 hours of gameplay I had managed to raise my combat skills to around 65, which is a ridiculously slow leveling process. Not sure of the balance of this tweak yet. (Patched method -> Hero.AddSkillXp)

Hideout Troop Limit Increased:
– Added a value to let you bring your entire army into a hideout. If you want to limit the number of troops you can bring you can lower the limit. (Patched method -> DefaultTroopCountLimitModel.GetHideoutBattlePlayerMaxTroopCount)

Tournament Experience Enabled:
– Experience gains for the player and your companions are enabled in tournaments and the arena.

Troop Experience Multiplier:
– Global experience multiplier for all non-hero troops. Default value is 2x experience.

Increased Workshop Limit:
– Increased base workshop limit from 1 to 2 (One extra).
– Optional setting to increase workshop limit bonus from clan tier. (Set to native value by default).
– Optional tweak to reduce the cost of workshops. (Disabled by default).

Companion Limit:
– Optional setting to change the base number of companions you can have (disabled by default).
– Optional setting to change the bonus to your companion limit from clan tier (disabled by default).

Settlement Tweaks:
– Added value to give bonus militia production to castles and towns. This is aimed towards making sieges more difficult and stopping one faction from taking over.
– Added value to give bonus food production to castles and towns to support bigger militias.
– Added value to increase the chance for castles and towns to spawn elite units in their militias.

Castle Buildings Tweaks:
– Added values to give bonuses to production levels of the castle Granary, Gardens, Militia Barracks and Training Fields.
— Training field now gives 30, 70, 90 experience to garrisoned units.
— Granary now provides 30, 45, 60 food storage.
— Gardens now produce 3, 6, 9 food.
— Militia Barracks now provide 3, 6, 9 militia production.

Siege Tweaks
– Reduced siege construction speed to 85% of vanilla.
– Reduced siege artillery collateral damage by 12.5% (Only on the campaign map).
– Reduced siege artillery destruction damage to 4.5 from 5 (Only on the campaign map).

Armour Does Something

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In vanilla, blunt and piercing ignore an insane amount of armor. That’s fine if you’re getting hit with a sledge hammer to the head, or if two tons of steel and muscle are driving a lance through you at 30mph. (I mean, “fine” is relative, right?) However, a 1 ounce arrow fired by a child’s bow lasering through steel plate like nothing bothers me.

This mod makes shields (for bashing), bows, crossbows and their ammo conform to “cutting” damage types for purposes of being slowed down by armor. Long range weaponry have had accuracy reduced by 10 points as well.Throwing weapons and ballistae remain unchanged.

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