Thread #2314411 | Image & Video Expansion | Click to Play
best girl and animu mods when edition
(looted): >>2297392
>M&B Wiki
antifandom.com/mountandblade/wiki/Mount_&_Blade_Wiki
> BANNERLORD
>Pastebin
https://pastebin.com/tAvcAbpT
>Custom Banner Maker
https://bannerlord.party/banner/
>Banner Code Sharing
https://docs.google.com/spreadsheets/d/1MEM-0Fz0yetJ8cZgLrPpHuDU6dO33b hsFiHsiWwiCDM
>Asset Extractor
https://github.com/szszss/TpacTool
>Create Custom Companions
https://butterlord.com/wanderers
> WARBAND
>Warband Pastebin
https://rentry.org/x7u7t
>Noob Guide (READ This) https://imgur.com/a/FMAqV
>Anon's Mods and Upstab Guide: https://pastebin.com/agwZu9Df
543 RepliesView Thread
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>>2314411
>give clan parties heavy ships
>they get stomped by the vlandian army
>ships and party lost
They were on defensive, the fuck they are doing in vlandia?!
>don't bother giving them ships, let them recruit on their own
>[insert party leader] was captured by sea raiders
>party lost
ARGGG
>hunt down pirates, clear hideouts
>reform parties
>leave
>[insert party leader] was captured by sea raiders
....
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Sturgia should get horse-archers. Nothing as OP or easily obtainable as Khuzaits, but something similar to Imperial Bucellari.
Sturgia's identity shifted towards Kievan Rus to make them more distinguished from the new viking faction, the Nords. Their heavy infantry is now overshadowed by Nord infantry, and they have no other unit that is best-in-class. To compensate they should have a more versatile roster with the inclusion of horse-archers. It would be in line with the Rus inspiration, and would make sense in the Bannerlord world too, as Sturgia borders the Khuzaits, just like the Empire, who have already adopted their tactics (Imperial Bucellari mentioned earlier).
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>>2314742
>Their heavy infantry is now overshadowed by Nord infantry
I don't know, I'm thinking Sturgian Reavers are actually pretty top tier.
>10 tier 6 throwing axes
>shield to protect themselves from range
>switch to their tier 5 two handed axe in melee
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>>2314742
>battania shouldn't exist
>rhodoks should
thus freeing up the viagir's to have the best foot archer capable of fighting the best horse archer.
sturgia should otherwise be light lancers as the default unit. Kievan rus/cossack it up. The inverse kuzait of really fast tanky lancers paired with slightly better than buccelari non noble line archers. with foot infantry using short and long bardiches, pikes if they just copied unblockable thrusts and rbm's combat ai overhaul.
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>Create an army with my companions
>Ride around gathering troops
>After a while I see that they are lacking some, didn't lose any through battle
>Happens again, and again
Their wages are set to unlimited, why are they dismissing their troops?
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>>2314411
Just bought Bannerlord on sale and now I’m mad that I never got into m&b before.
Does the news DLC add anything substantial other than boats and the new faction? Considering buying it at full price even though I’m noobing it up.
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>>2314957
DLC needs more fleshing out unless I'm missing something, there's hardly anything to fight at sea. You can't pillage fishing boats, its literally greyed out. Other targets of opportunity are caravan ships but I haven't come across any I could catch and other pirates. Feels a bit bland fighitng same 60men pirate group. The tutorial story missions are great fun though, shame they removed a large part of the sea combat portions from tutorials which were fun and only left the story stuff.
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Is Distinguished Service mod just not working?
I've tried the version with no DLC requirement and the Redux version. Both just don't do anything
And what's with the Realistic Battle Mod? Steam comments say how it bricks your save file. Did i pick a wrong time to return to Bannerlord?
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Oh no... SURGEONNN!!!
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Grabbing three quick alleys at game start helps pay wages for a tier 3 x 40man warband nicely. Doesn't matter as much once you become a merc but can be quite nice if getting to mercing is taking longer than expected.
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>>2314742
Rus didn't use horse archers until the late middle ages. In the early middle ages they fought off nomadic horse armies with fortifications like everyone else. Their culture wouldn't start mixing with nomads until they were conquered by Mongols. If horse archers were used, they would be foreign mercenaries or allies. Since Sturgia was not canonically conquered by the Khuzaits and the game vaguely mirrors the early middle ages, giving them horse archers would be an anachronism.
>>2314775
This would be a lot more accurate.
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>>2315080
>Since Sturgia was not canonically conquered by the Khuzaits and the game vaguely mirrors the early middle ages, giving them horse archers would be an anachronism.
Yeah, although, they did intermarry and trade some in the eastern border if you read Tyal lore, so if the game had regional units, you could add some horse archer stuff in that part of the Sturgian lands. With mods some anons posted threads ago this might be doable, but I don't feel like constructing custom troop trees at the moment when TW breaks mods with updates. They need to fuck off from the game after fixing bugs.
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>Me and my clan sitting in a port with my 500 lads and 6 Doromons
>3000k Khuzaits come out of nowhere and besiege the city
>Sally out of the port
>My ships carry 400 troops
>Their mess of heavy ships only carry 300
>Destroy them at sea and the rest of 2700 surrender
>several hundred men and 26 ships captured
I've found the best use for ships you're not controlling is just to line them up in the spawn so they'll pelt incoming ships with fire ballista fire. As soon as you let them drive everything goes to shit.
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>>2315080
No, at their height the Rus fielded light and heavy lance cavalry of nobles and city militias and by he time they failed to fight off nomadic horse armies their main military force was IRL T2 infantry with spears and hand axes being supported by a dismounted noble cavalry retinue of real soldiers.
good sturgia would be if champion druszniks didn't appear out of the ether, were actually fielded by sturgian armies by virtue of a full cavalry tree, and weren'tnot good
boyar noble cav line, protocossack fodder lance cavalry line/horse archer/marine troop line would give them a fighting chance against just getting bullied from 4 sides into a 3 town 7000 kingdom power war tribute farm.
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I find the notion that every faction needs to be perfectly equally balanced in power, wealth and land at the start of the game, quite ridiculous.
Look at IRL medieval europe this game is trying to imitate in a similar OC setting. There are big dick monarchies like France and England, and there are tons of smaller and straight up tiny independent duchies. The mongol empire was vast, but the mongols were not interested in development and progress. They just wanted endless conquest and stealing foreign wealth for themselves. So when the competent dictator was gone, the empire fell to shit and fractured almost immediately.
What Bannerlord needs is diplomacy, but at Europa Universalis tier. Imagine how different and more interesting the campaigns would be if aggressive expansion was penalized and coalitions could form against you.
Suddenly Vlandia taking over Battania or Khuzaits taking over Sturgia in the first year would become potentially very interesting back and forth world wars, instead of just looking at the map and saying "OK".
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>>2315115
>Imagine how different and more interesting the campaigns would be if aggressive expansion was penalized and coalitions could form against you.
go complain on the forum.
i read the same suggestion many times. people will join you in complaining and who knows, maybe after enough complaining, the devs will add this feature.
they added the diplomacy mod lite version after many complaints.
the same thing happened to armor, bows and Fians and Khan guards.
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>>2315080
>giving them horse archers would be an anachronism.
>looks at battanian monke celts from 100 BC
>looks at Vlandian plate and mail from 1100 AD
>Looks at Nordvyg Longships from 800 AD
>Looks at Aserai armor from from 1300 ad
>Looks at Liburnian Galleys of the sort used by Scipio Africanus in 200 bc and Imperial Dromonds from the Byzantine empire and Crusader Roundships from the 1300s fighting each other as contemporaries
>looks at (you)
That would be an anachronism.
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>>2314742
>>2315080
Sturgians Druzin should be crossbow dragoons starting from T4 when they get their horse. Historically Rus Companions were fond of crossbows and it would be a way to seperately them from Imperial Cataphracts, which they are virtually identical to now.
Its 1100 ad by then the crossbow had spread far and wide.
Take away their lance, give them a good 1h weapon and a shield, Give T 4 a light crossbow and t5 a fine light crossbow, then make a new, actually good horse crossbow for T6.
Give them light bolts at t4, bolts at t5 and then Heavy Quarrels at t6 so they have a small number of high damage shots, allowing them to be very different from khans guard as noble horse archers but to also provide a direct foil to them in auto resolve and to give a stugia a powerful unique unit that know one else has.
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>>2315115
that'd require like a protostate rework of factions into being collections of baronies and duchies that fought wars independently amongst themselves and collectively when their "ruler" called them to go get shrek'd in poland against the mongols. A whole system of baron revolts, crusades, ethnic wars, strongmen alexander/ghengis world conquest runs, etc. that'd be so different from m&b a bunch of people would complain. Diplomacy does it slightly with the faction split and civil war systems but for a true RTS tier systems it'd have be taken down to the individual lord level of if he wants to fuck off fighting his neighbor for a castle instead of go die against the swiss in typical high medieval french fashion.
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planning on making the ultimate raider gang, gonna be made up of steppe bandits, gonna have the steward perk that reduces wages by 5%, the bandit perk that reduces wages by 20%, and the crossbow perk that reduces 4+ ranged wages by 50%, then just gonna roam around the steppe gradually building my army and then raid everyone. wasn't sure if to go with battarian to help me raid caravans in forests or nord decided to go with nord I think some of the scout perks will help me catch people anyway
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>Rhagaea
>63
>No husband, eggs dry, 1 daughter
>Said daughter has married a man from the Western Empire
>Ira is 42 and still no kids
How over is it?
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>>2315136
This isn't really Rus per-se but I remember reading that western Slavs were also extremely fond of using light crossbows from horseback.
Supposedly there was even a tactic where in a cavalry charge you had the obviously heavily armored soldiers with lances in the first row but their retainers rode behind them and shot a volley from crossbows over the front row heads just before contact to stop their enemies from maintaining proper formation.
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>>2315385
Im not speedrunning the game. Going straight into conquest is boring
I was doing mostly Trader run this game, got most of my companions running Caravans and i have maxed out workshops
Spent a lot of time early game doing honest trading work
Got my brother from the quest into the party to become a blacksmith. Family business, one creates stuff the other one sells it. Tried not to exploit Smithing too much
Im a mercenary for the Southern Empire but im planning to go help Sturgia since they're getting absolutely demolished and it'd be good to keep them alive to keep the other nations busy
That said, Rhagaea has a granddaughter. She belongs to the Western Empire since Ira sold herself out to the Westerners so she still doesn't have an heir
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>>2315418
Too destructive. We're not even at knights in full plate in Bannerlord's time (which katanas can cut through with a simple vertical slash), and katanas are about three times sharper than any sword currently in-game so armor would be basically useless against them. It's why the real-life counterparts of Bannerlord cultures never tried to invade Japan.
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>>2315427
No, they definitely can. I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana. Knights in full plate wouldn't stand a chance.
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>>2315427
>omae wa mou shindeiru
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>Unlocked pommel
>Unlocked pommel
>Unlocked pommel
The variety is nice, but this is just bothersome.
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>>2315595
the game is frequently updated and the mods get broken with most updates. and steam updates mods automatically.
this causes issues. you can't stay on an older version of the game and mods and yiu can't force modders to update their mods with every game update.
>the ONLY thing to do to get mods is to go to nexus mods
nexusmods has the most mods but you don't have to necessarily use it per se.
you need a mod version for your game version and it has the most mods for different versions.
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>>2315609
>What about "NovusLauncher"? what even is that?
idk
you don't any of that shit.
just drag and drop in the modules folder.
bannerlord/modules/mod_name/mod_files.
right click on .dll files > security tab > unblock
do this for all .dll files in all mods.
you also need to read about the load order of the mods you're installing.
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>>2315104
You didn't contradict me, it would be anachronistic to give Sturgia horse archers given the setting's vague time period analogue.
>>2315128
No shit Bannerlord and Warband are anachronistic, but not to that extent. Do Vlandians have full 16th century plate? That would be the same time period as Rus horse archers.
>>2315136
>Historically Rus Companions were fond of crossbows
Not for use from horseback in any case.
>>2315084
>>2315097
I agree with this implementation. Include them but make them region-specific units that are from a distinctly foreign culture. Because that's how it worked IRL before Mongol vassalization.
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>>2315626
>u didn't contradict me
you got their entire historic army composition wrong. They were always a horse culture, the bow was just not their focus as it never truly was even after the golden horde. Being worse nord infantry with no AI cavalry focus is a larger anachronism than having a non noble horse archer in the troop treethey should. Sturgia should also be a 70% cavalry army for mechanic reasons because the snow debuff rapes them to do death as nobles without horses.
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Just tried playing native warband after 5 years and man did it age poorly. Without mods warband is dang near unplayable. Too many quality of life things were added to not use mods.Like hotkeys for garrison management and prisoner stacks. Which begs the question. Is Bannerlord the better game overall? I think yes.
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>>2315733
For me it absolutely is, but I don't play it as much because they still develop it, and that breaks mods too often.
Warband is good for returning at the moment because it's now fully finished and stable for mods.
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>>2315733
even if you only measure moddability, bannerlord is far better for that sole reason.
we dislike the Turks because they gutted features and dumbed down others instead of expanding on everything.
mainly interactions with lords.
bannerlord will not be worth playing until they restore and expand those features.
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>>2315749
Nah, I look for different things in a game, that only Bannerlord gives me, not Warband.
Not that Bannerlord doesn't need mods to make it great, but so did Warband, and even in this field alone, disregarding others, Bannerlord is better with a betting mod system and not exclusive modules.
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>>2315750
>I look for different things in a game, that only Bannerlord gives me, not Warband.
muh 1,000 man battles?
there is not that much of a difference between troop tiers in terms of armor protection
ranged is king
AI is too retarded for tactics or even simply splitting troops beyond 5 divisions
battles end way too fast for comebacks
morale is basically a nonexistent feature because its effect can't be felt unless you're absuing ranged
>Bannerlord is better with a betting mod system and not exclusive modules.
wut?
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>>2315754
>muh 1,000 man battles?
Not really, it's early medieval aesthetics, better graphics for me to walk around in said early medieval cities and villages, smoother controls, better modding. Mechanically to me both games are fairly similar.
>wut
As in, you can have one module in Warband and that's it, while in Bannerlord there is a bigger compatibility between multiple mods. I am not talking about total conversion stuff, but more minor mods that add new mechanics and such. Like Succession types mod, or RTS camera mod, or post mortem possession mod (now they added that into the base game tho) and so on.
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>>2315758
>it's early medieval aesthetics, better graphics for me to walk around in said early medieval cities and villages, smoother controls, better modding. Mechanically to me both games are fairly similar.
so you like bannerlord because it looks, runs and mods better?
why do you like the better modding if not for more mechanics? mechanics that were removed going into bannerlord and you need mods that will never function as something devs natively add.
>As in, you can have one module in Warband and that's it, while in Bannerlord there is a bigger compatibility between multiple mods.
so you're saying bannerlord modding is better?
that's what i said.
again, we hate the Turks for removing mechanics instead of expanding on everything.
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>>2315762
>mechanics that were removed going into bannerlord and you need mods that will never function as something devs natively add.
The mechanics I usually add with mods are things that were not present in Warband, even as mods. Like Succession types, because family trees/aging and succession was not a thing.
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>>2315771
Not all mechanics are the same and I generally don't care for missing mechanics of Warband, in fact, I don't remmeber most of them. I guess one them is feasts, that one gets mentioned a lot, but even for that one I don't care that much, even if it would be nice it's just fluff to me.
Genuinely, don't remember other stuff that is missing. I am usually more concerned about TW fucking up existing mechanics with bugs and retarded changes, which is why I wish for them to fix stuff and fuck off from the game so modders can take it over from there.
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>>2315746
You can't say with a straight face the handful of lord mechanics in conversations that never worked and getting +1 relation by saying hi at feasts attached to tourneys was good, much less better than what we got in bannerlord to replace it. It was evocative of a truly great (nonexistant) system that didn't fully materialize in bannerlord but to go back and actually play it you'll realize lords are functionally non-interactible.
Now I'd like to be able to convince lords to attack specific locations with my high relation now that it'd be useful for wars with bannerlords other systems, but outside of that calling armies and voting away wars is a much more functional system.
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>>2315773
>Genuinely, don't remember other stuff that is missing.
you don't remember talking to lords and convincing them to change their vote or voting with them for relations?
this is one of the shittiest things in bannerlord. only 3 clans to vote for and it's bugged.
>>2315785
>>2315746
>>>>>>>>>>>>and expand those features.
i expect more from a new installment in the franchise.
i hate the shit AAA devs do where every sequel adds new features but removes features from the previous game so they won't make an ultimate game by accident and potentially destroy their future games' sales.
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For me, i prefer Bannerlord now but i miss Warband's little soulful interactions that didn't make it into the new game
The relations thing is really questionable, Clan relationship shouldn't be a replacement for a noble's opinion of you, at least in my opinion.
Also, female characters back then were just a higher difficulty setting and the interactions you got with the nobles were very soulful.
I hate how there are so many women in charge in Bannerlord. It should be very rare to see a woman leading a party.
>>2315788
>i expect more from a new installment in the franchise.
>i hate the shit AAA devs do where every sequel adds new features but removes features from the previous game so they won't make an ultimate game by accident and potentially destroy their future games' sales.
This
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>>2315788
>you don't remember talking to lords and convincing them to change their vote or voting with them for relations?
Forgot it, I guess it would be nice if they added more mechanics on that, but the reason why I don't pay much mind is because I usually don't give a shit about that part of the game. I don't find playing lord that fun. Mercing is more fun to me. It would be nice if they added smaller nobility, so you could have plots of land or something without castles, as a sort of stepping gap.
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>>2315746
I don't find interacting with Lords in warband to be that great personally. In warband you mostly just check their personality. If they're bad tempered or sadistic you ransom them. There isn't really much depth to it. Helping Lords is all right I guess. I don't really understand what interactions with Lord's you're so fond about.
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>>2315807
>tfw they removed ability to put loot in warehouses
asinine choice taleworlds. We want to be able to hedge the loss of our shit in field battles before the lategame. Houses, taverns, and farms should be up for grabs to make money and build out your holdings before jumping right to a castle or town.
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>>2315831
>"hey i have a plan go siege X castle"
>"fuck you"
wow much lord interactions/10
It would be nice if that system actually worked in bannerlord instead of getting dropped for the clearcut telepathic call to army system/influence, but it was worthless in warband. All the things I really want out of bannerlord like being able to ask to stay in command of a siege are new things the dialogue system should do. The war vote system should also vote on which castles/towns to attack and set Y/N to raiding your enemy.
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>Brother's son comes of age
>Tall women hitting on him
It's family tradition at this point
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>>2315754
> muh 1,000 man battles?
That is the single best improvement for the series. Being able to have more units fighting at the same time makes the core gameplay focus (battles/war) substantially more fun.
Once again proving most
> warband is better
arguments are in bad faith.
Notice how most 'removed features' are repetitive gimmicks that stop being fun the nth time you engame with them.
> but feasts
They're still in the game, it's just the player character isn't invited. Ever seen a city keep packed with nobility just standing around? Yeah there's your feast.
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>>2315913
>They're still in the game, it's just the player character isn't invited. Ever seen a city keep packed with nobility just standing around? Yeah there's your feast.
NTA but Feasts should be very easy to implement code-wise and provide an additional way to improve relations with kings and lords. You said it yourself, they basically already exist but the player is excluded from playing the game feature, which is extremely gay and pozzed game design.
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>>2315913
>That is the single best improvement for the series. Being able to have more units fighting at the same time makes the core gameplay focus (battles/war) substantially more fun.
More units = more fun is not an argument unless you actually elaborate on it. There isn't really any meaningful difference between Bannerlord's and Viking Conquest's
>pile of infantry
>pile of cavalry
>pile of skirmishers
battles, especially any that arises from making those piles have higher unit count. What is actually noticeable is AI behaviour in battles being a lot more scripted (we LOVE corner camping just like in my heckin' Total War!) because they still can't make an actually decent AI and said battles being a lot more spammy than even Warband's infamously cheaty Hard Campaign AI thanks to how Bannerlord's campaign layer works. And now that you've mentioned it, I'll just say that
>repetitive gimmicks that stop being fun the nth time you engame with them
is exactly what Bannerlord's formation battles feel like. If I'm to be spammed with inconsequential encounters all the time, I'd honestly take OG M&B arcade combat with units just chaotically chasing each other across the battlefield over that.
>Ever seen a city keep packed with nobility just standing around? Yeah there's your feast.
Now do elaborate whether those "feasts" actually have even as rudimentary NPC-NPC relations occurring in the background there as Warband did. Do the lords actually have dynamic opinions of each other? Do they court noble ladies?
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>>2315664
>you got their entire historic army composition wrong.
I didn't even mention it.
>They were always a horse culture, the bow was just not their focus as it never truly was even after the golden horde
Where is that in my post? You have mental issues. The topic is giving Rus-based Sturgians horse archers specifically because it's historically justified, which I explained was wrong. That's all.
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>>2315982
>Rus didn't use horse archers until the late middle ages. In the early middle ages they fought off nomadic horse armies with fortifications like everyone else. Their culture wouldn't start mixing with nomads until they were conquered by Mongols. If horse archers were used, they would be foreign mercenaries or allies
check that 1200s chernye (which eventually became the cossack culture) with his quiver anon. They also ate shit against those horsearcher nomads using a heavy cavalry core with fodder infantry that was the remains of the old system of the princes arming city levies as horsemen. The castle approach to dealing with the golden horde was even later than any of this in central europe, like in poland and bohemia. The point is you're arguing historicity from historical ignorance, the sturgians are almost there as a homage to the ruskies but they need more horsemen and yes skirmishing horse archers instead of still being in limbo of 3/4 of their troops just being nords.
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>>2315987
>The castle approach to dealing with the golden horde
They didn't use castles and this time period should have nothing to do with the golden horde. If it did, horse archers would be accurate. They had fortifications, which is not the same thing as castles. Kievan Rus held very little steppe territory. They conquered and lost territory in the steppe repeatedly because the nomads swarmed them before they could fortify them.
> the sturgians are almost there as a homage to the ruskies but they need more horsemen
Sure, add more horsemen. That has nothing to do with horse archers, though.
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>>2315969
>More units = more fun is not an argument unless you actually elaborate on it.
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removing all the parks was surprisingly easier than expected
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>>2316118
also a unified empire start is pretty kino
4chan really need to increase the filesize limit though, it's 2026 ffs
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>>2315746
How many features are missing?
>Feasts
>Challenging lords to duels
>Romance mechanics
>Books
>Unique companions
What am I forgetting?
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>>2316151
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Any good visual mods? I love anime shit if that helps
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>suggesting a course of action to lords
>having lords make up
>supporting a lord in a feud
>denouncing a lord
>convincing lords to change votes
>all lords as candidates for the new fief
>starting as a nobody without a banner
>renown decay
>right to rule
>incremental party size increases scaled with renown
>ability to trade when sneaking in. although this felt like a bug in bannerlord not a design choice.
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>>2316248
>custom troops by culture (with fire and sword)
>commissioning high quality rare to spawn/unique arms and armor (also with fire and sword)
It'd be an interesting flushing out of the merc system to have to join a mercenary faction or create one before getting your own banner/ability to become a noble. Same place in the clan tier system but instead of just getting a magical request to join as a mercenary in your sidebar you have to name/sponsor a custom troop line from lets say notables who have high reputation with you. Maybe costing the same ~10-20k of a workshop or boat, giving you more of a reason to focus in an area with the arms and skills you want your guys to have. Then when you're tier4 or whatever you are able to upjump to nobility/the clan leader of whatever default mercenary you chose to avoid creating your own.
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>>2316246
>i wonder how the game will play since it's fucking perk dependent.
outside of the bandit recruitment that I had to change because it would cause crashes, it's looks like it's about the same
I've been considering adding back the few not meaningless perks but I kinda want to try without first
>disgusgting
I mean, what would it change outside of the color to use raghaea or lucon ?
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>>2316297
>I kinda want to try without first
me too. seems very intriguing.
>what would it change outside of the color to use raghaea or lucon ?
not having to see an extra disgusting man whenever you go to the kingdom diplomacy screen.
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>>2316312
https://mega.nz/file/RKR1lRpL#32daRpP97q1wl9IpTQ38C57Q-HUl-G6MgeCP1WWY NM0
if you want to try it out, need a new save obv. Haven't removed warsails perks but it didn't cause crash from basic testing ?
as for the whole garios thing the idea was to restore the empire to before the pendraic battle so one more guy anyway
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She aged pretty nicely
On the other hand, her daughter died 2 years ago from old age, 60 years old
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>>2316369
brown people hate the cold. The further north you go, the less brown people. This includes Norway, Sweden, Finland, Scotland, Iceland, Greenland, and the desolate wastes of northern Canada.
Brown people nest almost exclusively in large cities and in a bearable climate. The more work you have to put into everyday living (dealing with snow, ice, strong winds, etc) the less brown people present.
It's a lifehack of sorts for normal people who want a normal life
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>Do a slow trader playthrough
>Satisfied making my trading empire
>Do mercenary work all around Calradia
>44 years have passed
>Finally decide to become a vassal
>War against northen empire
>Capture a town
>Other army captures a castle
>Rhagaea calls for peace
>Dies a few days after
>Almost everyone wants to put me on the throne
Granted i have a lot of relations due to working as a mercenary for Southern Empire most of the time but i did not expect this to happen at all
Why would they crown a fresh noble in the faction. I did not want this at all
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>>2316524
>be you
>100 relation from prisoner donation by like 2 whole clans
>most statistically liked man in entire world.jpg
I had it happen as a battanian when caladog ate shit. It at least made sense because I married his daughter, but being responsible for footing the bill for incessant 3 front wars was not a long lived playthrough after that point.
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>>2316558
Same. I didn't realize the surviving Empire factions would unite under me at the end of the quest so that was nice. Wish more armies went to sea tho.
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If a faction gets destroyed, is there any way to invite the homeless clans to mine?
I found a few roaming clans, but I didn't see any option to invite them. Would I have to find the clan leader for the dialouge to pop up?
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>>2316558
>navel battle
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>>2316757
*Leans into HP Keyboard while contemplating how to best answer the post* Ah, yes AI Influence [AI Diplomacy], an interesting mod, if I ever seen one... probably an indispensable one for people who want to spend time roleplaying with an AI scripted character instead of actually playing the game.
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>>2316697
for destroyed factions, no.
for fiefless clans that are still in a faction, yes.
talelords also blocked the dialogue to ask lords to defect when you have them imprisoned.
you VILL fight big battles all the time and you VILL be happy.
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>>2316977
Nothing wrong with being bald my man...
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>>2315593
AaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaA!
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>>2317042
>Seasons last around 6 days, years last 24.
Shit that is really fast.
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>>2317050
When you use the game's Launcher, there's gonna be a "Fast Mode" module there just like the War Sails one (NavalDLC).
It decreases the amount of days in Seasons and years, as well as increase the XP Rate of every action in the game.
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Suppose theoretically that I were to make a realism mod for warband, and I mean gigabrutal hardcore deconstruction realism that would make brytenwalda feel like fucking animal crossing
>cannot enter cities at night because gates are closed
>cannot take lord quests early on because no lord will stoop down to talk to some literal nobody commoner
>lords sit in their castles/towns, have personal marshals lead levies in their stead
>have to buy a carriage to carry anything in the inventory
>bleeding, long lasting injuries, heroes die just like non-heroes do
>get caught poaching without local lord's permission - get hanged, game over
>black death mechanics, get infected - die, game over
Any suggestions? I want it to be realistic to the point of being borderline unplayable, it'll be more of an experiment/proof of concept than actual mod for people to enjoy
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>>2317114
>>2317117
It's for warband because I really don't want to remake the whole mod from scratch every day to account for memeupdatesplus I haven't even bought warsails
Black death indeed will have no player control over it but you're supposed to wait it out somewhere in the wilderness while avoiding all contact with towns, caravans etc. Like a small wildland survival chapter. I have already figured a way to mark certain parties as infected and spread the disease through them so perhaps you can slow down the spread of the disease by slaughtering every caravan and farmer party going to your city?
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Happy Year of of the Horse, my fellow dynasty warriors!
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>>2317122
>I don't want to have to repackage my mod or do best practices for it to justworks forever
>instead I'll use 15 year old mod tools for windows XP to mod the dead game that runs like shit on modern hardware due to no cpu multi threading
well you're proving the autism credentials for the autism mod
to "I like the way this sucks" bannerlord
>Trade licenses keeping you from bulk buy and selling goods/loot without them
>battle aftermath is a physical map location you visit
>battle over X size you can sell right to loot to a notable within X days/proximity for more cash value than you can get from it
>you can buy right to loot battlefields or loot them with risk of being attacked by other looters
>you pull equipment off dead in the world map, weapons and armor, and have to deposit it in inventory
>that real time combat mod integration: means the longer you loot the more likely more hostile parties show up to fight you
>extremely reduced bandit party size/commonality in normal conditions, a party above 5 functionally nonexistant
>looters and bandits spawn from raiding of villages and/or extremely low prosperity
>the arena has an actual fight trainer and is the main source of combat XP
>main tournaments are real nobles only (faction aligned as merc or lord) with large influence payouts
>freifechter tier normal guy tourney in city square with prizes and cash purse and betting
>wounds are cumulative in tournaments, but bets are per fight
>serve as a soldier/distinguished service integration, functionally (you) and every troop you hire is a companion to someone
>expanded unlinked tree mercenary troops main form of troops recruitable primarily from towns, paired with above that become companions automatically
>crime rating actually matters and hostile action/raiding as someguy means you're actively hunted by patrols/lords sheriff map party
>only bandit troops turned companion will be ok with banditry, all others need to be at war
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This mod is great and all but dealing with the noldor is some of the most unfun tedious shit in the game. Having to kite them into enemy then hope the enemy can actually defeat them only for a chance to capture the noldor lord which is a 50/50 coin flip. All of the best cko gear is locked behind this annoying shit.
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>>2317281
You're doing it wrong. The intended gameplay is sucking them off licking their boots and inviting them to fuck your wife, not actually fighting them. You can unlock all their equipment with high relations (70 or something) and both elf lords can stay alive and undefeated
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>The vagiroving clan holds the furthest east sturgian territory with direct land boarder to the kuzaits
interesting detail taleworks
troop editor mod
https://files.catbox.moe/ilo6l8.rar
Made a quick and dirty 1 loadout tree for muskovite inspired lance cavalry with an ok horse archer in tow. Tree starts on foot then gets a horse at tier3 or becomes a naval troop/decent skirmisher. I removed the mount/warmount requirements for upgrade to balance beingmidand intentionally squishy. They have less armor per tier than most units and only "overpowered" thing is a druznik lance and fast horse at T3 and above, but have been performing well against imps, sea raiders, and steppe bandits (especially steppe bandits).
Only weakness is a true heavy cav fight.
>picrelated
from party cap to 16 guys versus about 110, but ~20 of those being elite cataphracts who did effectively all the killing. Infantry and archers by comparison are devastated by cavalry nimble enough to cycle charge at couched lance distance and not stop in the melee blob to get unhorsed.
I considered giving them javelins but that'd overshadow (and probably break the AI) of being cheap and effective mass lance charge cavalry. They still have a 4th weapon slot but for what I can't figure. 2h thrusting sword for if you run breakable polearms? mace or axe for foot use? what do you guy think
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>>2314411
>animu mods when edition
https://store.steampowered.com/app/960740/Girls_civilization/
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>>2317491
>go out of their way to make mount and blade about neither the mounts or the blades
>don't even have a real couched lance system, modders have to fix it
>proceed to spend 6 years trying to debalance cavalry into not obliterating infantry factions
>swadia and kergit khanate still prove why they own the world by warband
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any /vasnar/ lads here? I have a question regarding dungeon loot. Some of the items just do not really find any purpose or do not really fit within my plans beyond just giving me fat stacks of cash, but I don't know if they actually respawn after a certain time after they get off your inventory.
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>>2317589
None of the dungeon loot ever respawns, you can use them for storage even if you could be bothered going through the whole dungeon every time you need something
If you want to sell something but fear that you will want it back some time in the future, then sell it to the rare items merchant because his inventory never updates either. You'll have to buyback at 300% markup though but at least it'll always be there
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>>2316318
i don't have war sails.
i really miss the fire catapults for siege defense.
i'm not sure if leadership is worth it anymore.
scouting is still important for the speed boost.
medicine is still important.
stewardship is still good for the party size, i guess.
fuck perks and whoever invented them.
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>>2317718
I might do a 'trimmed perks' version later, current list of the ones I'll pull back in should be
>Arrow Deflection (can parry with 2H swords, never pulled it out but it's there)
>Eagle Eye/sniper (zoom in while aiming)
>Impale (pierce through shields)
>Vantage Point (When stationary for a while (1 hour) increase sight range by 25%.)
>Morale Leader / Natural Leader (Characters in other factions requires -1 persusion success.)
>Veteran's Respect (You are able to convert bandits into regular troops.)
>the perks that mark profits/price difference
>Spring of Gold (Gain 0.1% interest per day on gold you have. It's capped at maximum 1000 per day.)
>Everything Has a Price (You can now trade settlements when doing barter.)
>Giving Hands (Discarded weapons can be donated to troops for increased experience.)
>Preventive Medicine (Character heals 30% of lost health points after each battle.)
>the perks that allow you to create new siege engine types
I might forget some others but it's in my opinion the only ones worth being in the game
which, ouf of 374 perks isn't a lot sadly
I wish I had the motivation to remove all perks and instead make some of them something you can learn through unique NPCs/companions
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>>2317727
those are basically cheating. no need to add them.
>>Impale (pierce through shields)
>>Spring of Gold (Gain 0.1% interest per day on gold you have. It's capped at maximum 1000 per day.)
idk if you're aware. there is a mod that removes the perk choice and simply makes the choice level with use.
https://www.nexusmods.com/mountandblade2bannerlord/mods/8722?tab=descr iption
i have wanted to try it out for a while but never gotten around to. its last update is 1.2.12.
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>>2317734
>those are basically cheating. no need to add them.
>>>Impale (pierce through shields)
>>>Spring of Gold (Gain 0.1% interest per day on gold you have. It's capped at maximum 1000 per day.)
I'd argue if you are already at the level where you get these you don't need these anyway, but they are fun so might as well have them
>idk if you're aware. there is a mod that removes the perk choice and simply makes the choice level with use.
that mod does like the opposite of what I want, my issue is that there are too many perks (& that they are mostly meaningless), this mod for some reasons add more levels to them
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>>2317745
The real problem is that too many perks are percentages, but when 1% of 40 is .4 it rounds to 0 additional damage. And even if it didn't wawao 1 more damage on your 149 cut smithed cheeseweapon. 75% of the perk tree needs to be changed over to flat additive additions of whole numbers to X stat.
Other things should be handled by gameplay systems. Only devious/untrustworthy lords should escape from captivity, escaping from captivity should cause those traits over time, and killing a devious lord shouldn't cause (even the reduced) reputation cascade as *they* violated the rules of the nobility. That then is 2 cheese perks removed from scouting and horsemanship that shouldn't be prerequisites to basic gameplay.
troop training should similalry be an arena feature like past games/mods instead of the 2 free XP from trash perks.
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>>2317769
>Only devious/untrustworthy lords should escape from captivity, escaping from captivity should cause those traits over time, and killing a devious lord shouldn't cause (even the reduced) reputation cascade as *they* violated the rules of the nobility
This is the most retarded thing I've seen today. "Rules of nobility" and the whole institute of nobility existed to gatekeep lower classes from getting into ruling class, not to regulate inter-noble relations
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>>2317745
>that mod does like the opposite of what I want,
it does another thing that i want; it removes having to micromanage perks for the whole clan.
>my issue is that there are too many perks (& that they are mostly meaningless),
i don't like perks that give you an advantage over lords and troops.
a soldier who spent his life fighting shouldn't be bested by a noble due to a bonus he gets due to being a named NPC instead of an unnamed one when they have the same skills.
>this mod for some reasons add more levels to them
the levels are percentages of the original bonus.
at max level, you gain the same effect as unlocking the perk.
it levels with usage according to the description.
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>>2317827
>t. pop history midwit
Do you really think violating surrender would have no downstream effects? because muhhekkinclasswar? When the act is a violation of said class? There is a reason it is exceedingly rare historically to surrender and then escape, it's almost universally a resort only taken by those already accused of treason or crimes that led to death already. The rules of warfare were so sacrosanct you could expect knights released to secure their ransoms wouldn't make war on you. If some fucking dipshit devious2 lord escapes your party they should lose tens of relation with everyone associated with them and have no friends to seethe and sneed when you behead them on the 5th recapture.
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>>2318091
heresys were one of the things people were executed for anon. Also most of the nobles involved who died did so in battle for secular reasons of not wanting to lose their shit to a crusader army. The Count of Toulouse during the abergine crusade died of natural causes 20 years after his military defeat and being made to sign the Treaty of Meaux
>10 years later he fought another war against france for equally secular reasons, again losing and ceding several castles
never pulled a cute RNG prison break because that would be fucking dumb, he was a Count who ruled like 1/8th of france
At the least there should be harder cultural and trait responses to the infinite capture escape loop and more systems based AI behaviors. AI should execute more when provoked (instead of this functionally just being against the player) and not escape unless culturally/trait inclined and there being consequences to the AI same way raiding and castle taking makes enemies. We've gone so far in the other direction taleworlds even fucked up rebellions. Before when you donated rebel "nobles" to another noble they'd be instantly executed and you could do it yourself with no reputation/trait loss. Now that they "improved" the -10000000 social credit score to just -100000 for executions you lose relation when killing them and the AI just fucking ransoms them. There is a reason why the AI never seems to destroy rebel factions anymore.
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>>2318091
the world was not nice but human civilization has always ran on propriety. its only in the last couple hundred years of the west we have gone full retard fanatical self righteous burn everything screeching mode on each other. i know why this is but thats too much for this thread and id just be called a schizo anyway
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I posted >>2314371 in the other thread but I'll post it here although it's too late to change the roster now. The old divegrass team will be playing apparently this weekend but I haven't seen a schedule yet. This isn't the /vg/ League and it's some meme invitational so really low stakes. There are some slight roster tweaks since the team will be playing with 2 silvers instead of 3 but it's the same team that played this previous summer. I'll post a link to the stream when the team is about to play
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To be fair there is nuance to this. The code of honor went both ways. If you never gave your word that you wouldn't escape or if it's obvious that the captor isn't holding up his end of bargain, it'd be fine. Being a captured nobleman would often mean essentially house arrest, at worst confinement to a castle but very often being able to do whatever as long ad you're not running away. You could go around locally under guard for, for example, recreational hunting and in extreme cases even be a diplomatic envoy - it helps that people in a living space interacted with each other much more than they do nowadays so a hostage could very often become a friend.
The way that it's depicted in Bannerlord, which is simply dungeons would usually be reserved for criminals and otherwise dishonorable people, but then again Bannerlord societal and cultural dynamics resemble a different period and there's a case to be made that in the wake of Empire's collapse all factions view each other as traitors/evil/whatever, which is why people are treated that way.
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>>2318091
rules for me but not for thee was a real thing too. peasants were fodder, nobles had to play by the rules. back when power came with actual obligations under threat of death, when propriety was more than a word for pomp.
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Is Bannerlord better than Warband yet?
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>>2318320
>runs better
>better menus
>mix and match mods to your liking
>at the cost of losing lords feeling like lords and their small interactions
idk if it'll be worth it to you.
if you can stomach the jankyness of warband, don't play bannerlord imo.
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>>2315664
>>2315104
>>2315080
>>2314742
i agree they should have horse archers. tyal lore states that they trade in horses and intermarry with khuzait nobility. so in-universe lorewise they have more in common with the khuzaits economically and militarily than real life pre-mongol subjugation rus had with steppe cultures.
sturgia lore also states that they have access to a lot of iron through bog iron, which should translate into relatively well-geared low tier infantry troops. meaning tier 1-2-3 infantry troops should on average have more metal gear than tier 1-2-3 infantry troops from other cultures, except perhaps the empire.
so the uniqueness of the sturgian military composition should be:
>strong low-tier infantry
>relatively normal high tier infantry
>infantry overall focus on holding the line with large shields, spears and backup weapons such as swords and axes
>raider should be turned into regular melee cavalry
>archer line should remain as-is
>noble line should be be split into two at the end, one line is heavy melee cavalry and the other line horse archers
>lords should remain as mounted horse archers
this will create a mixed army composition with mostly infantry, some archers, some regular cavalry, some heavy noble cavalry and some noble horse archers.
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>>2318487
>play stealth on veteran difficulty for first time
>easily kill all the goobers like normal
>legendary 20+ stealth piece gear go brrr
>bondfire to call the guys in in direct line of sight of the bandit blob your guys are there to kill
>instantly detected, mission failed
truly a well thought out and reactive system with no issues whatsoever
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>>2318515
if you have it on your body, it slows you down. if you drop it on the ground, you speed up.
back when athletics actually meant something and was fast, the difference was obvious.
fuck talelords and their antifun ways.
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The AI in this game is so fucking annoying
They're always hyper aware of your moves when using ranged weapons its so fucking unfun
>2 armies exchange arrow volleys
>Try to snipe 1 guy
>He sidesteps it as it's about to reach him
>No one does that except that 1 guy that i was shooting at
>ally and enemy troop fighting
>try to shoot the enemy in the back
>suddenly backsteps it without even looking at you and immediately goes back into the fight
This shit is happening all the time
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>>2318496
Is it the Mountain hideout? I did not manage to get to the fire there
First time I did I hideout I didn't realise you needed to call your troops. Tried over and over to lure all those bunched up bandits over. Didn't understand you had to call in your troops as the next stage
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HOW WILL NEXUS EVER RECOVER
https://store.steampowered.com/news/app/766/view/521953615223457011?l= english
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>>2318974
by being much easier to use for modders ironically
I publish on nexus because I only have to zip my mods, but the workshop ?
look at this BS
https://moddocs.bannerlord.com/steam-workshop/uploading_updating_mod/
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>Recruit as many companions as possible
>Keep all my family in my party
>Equip them with the best equipment possible
>Always level up their combat skills even if I'm using them primarily for other skills
>Take them on "training missions" where I have them assault hideouts or raid villages by themselves
>Keep them as a separate group of praetorian guard in battle that follow me everywhere
Anyone else do this?
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Anyone know a way to stop horses from knocking you over in Warband? I am trying to play strictly foot solider build but once the calvary comes in I am stun locked for like 20 seconds as they ram their horses into me and kock me over. Maybe this game wasn't supposed to be played on foot.
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>>2319411
wym it's clearly mountain blade baka desu senpai
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>>2314411
Why is Thorgrim's map editor for original MnB from 2006 still the only map editing tool ever made, and the only piece of shit still in use for Warband?
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>>2319543
>bannerlord... le bad! because of thing that dates back to mount and blade (the original) thatwasn't fixed in warband
>RBM and polearm/battle AI polearm overhaul mods actually exist to fix itunlike warband
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>>2319697
nta but I do dislike bannerlord menus more than warband's
>UI elements are everywhere and for everything which while being more informative reduces the immersion (seeing from kilometers away what a caravan bought, the remaining strenght in battle, etc..)
>many of these menus feel very gamey like the marriage offers or the town menus
>there is some incoherence with the themes, like the town menus or encyclodepia do not fit
>the general theme is so fucking bad, if you wanted to do something darker than a paper UI like warband's do it like shokuho did it ffs
warband's UI has issues don't get me wrong but you rarely have to use the egregious parts (outside of the inventory UI which is... unique) but I'd take warband's town menu and map UI over bannerlord's everytime
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https://arch.b4k.dev/vst/thread/2297392/#q2306029
WHAT THE FUCK
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One thing I don't understand about this game is how you can be called a king simply by conquering land and proclaiming yourself one. Doesn't a king have to have royal blood and be blessed by god? Speaking of which there is a serious lack of religion in this game.
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>>2320187
>Doesn't a king have to have royal blood and be blessed by god?
A politically convenient story that is only applicable to christian monarchs, and even then there was a long period of time following the collapse of the roman empire when uncontested military dominance over a region was the sole requirement to proclaim yourself king.
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primae noctis is the better of the two.
too bad the modder is not interested in bannerlord for now so it won't be updated for a long ass while.
>>2320187
>Doesn't a king have to have royal blood and be blessed by god?
silly anon. that's what Istiana is for.
>Speaking of which there is a serious lack of religion in this game.
turks don't want to stoke religious wars.
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>>2320251
>So what does it add?
it's text based but integrated into gameplay better but still work in progress.
you can fuck/get a blowjob from females you imprison within a day but they are automatically set free if you molest them.
you get an option to increase pregnancy chance but lower relations since the law of the land is one fuck.
you can let them choose to stay imprisoned or have fun with you and be set free. it's based on their personality and your stats that you roll at the start of the game.
you can romance any female with a minigame that is also based on personality/stats and gain them as a lover for a small boost to a skill that is different for each character. idk what is the boost dependent on.
it adds warwives. when a kingdom is defeated in war, they get cheaper peace deals by offering a free use random female to the winning kingdom.
the mod adds laws for different kingdoms. this is the work in progress part.
the laws that work is being able to fuck defeated females in arenas or not and having sex with all females in the kingdom when they reach adulthood and kings being able to force unmarried females in kingdoms into concubinage.
you can "defend" (happens off screen) clan females in arenas by not getting knocked out yourself or by not fighting in kingdoms that have the law active.
i'm not sure if fucking defeated females is its own separate kingdom law or if it is related to the ban primae noctis policy.
now, for the lord's right of the first night, i can't remember if it's a separate law or if you need to ban the primae noctis policy.
you can sidestep the king fucking your new wife by serving the best monarch, Rhaggy.
>>2320253
i've always wanted to try it but it doesn't run well on my toaster so i forgot about it.
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>>2320404
if you're courting a lady and a other lord is courting her, you can duel him to make him stop seeing her.
if she likes him, you lose relations with her.
i'm not sure but if she doesn't like him, i think you gain relations with her.
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>>2320187
The Mandate of Heaven is dictated by the fate of the monarch.
If the Yellow River floods and millions of chinese peasants die and revolt to depose you, clearly, the Son of Heaven has lost of the blessing of the Heavens.
Simply put, if the Gods wanted you to be the Calradian Emperor, they would not have created me.
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Any mod that allows me to impregnate at will. Bothers me to lose clans because fhe AI can't be bothered to be fruitful and multiply.
Also looking for a mod that allows me to decide if a clan member leaves or stays when married.
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Corein bros...
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>>2320800
https://www.nexusmods.com/mountandblade2bannerlord/mods/2813
https://www.nexusmods.com/mountandblade2bannerlord/mods/9384
I don't know about forcing other clans to make babies tho.
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>>2320814
Thanks, anon.
>I don't know about forcing other clans to make babies tho.
Oh, not other clans. I would be doing the forcing.
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>Besiege a rebel settlement
>2 days worth of food
>600 defenders
>The food runs out
>700 defenders
Why, it never dropped
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Post waifus
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>>2321050
My old character's daughter actually
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Why hasn't Taleworlds added -proper- world map editing tools for their Bannerlord mod tools? Why are the mod tools so undercooked and poopy to begin with? They know how integral total conversions are to their games. They must know of the potential sales if they didn't rape their modders at every turn and actually facilitated them.
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>Captivity Events
>Vlandian King joins your party
How would you spin it?I think ill just reload, this is stupid
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it bothers the fuck out of me that there's two handed maces and none of them have hammer or pick-like heads, just copies of the one handed mace heads.
They look really stupid and i don't care if pollaxes are anachronistic it looks stupid
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>form my own kingdom, defeating the nords methodically
>In peace, take the time to buy three heavy ships, max upgrade them, add fire pot ballistas
>declare war on Vlandia, take Hvalvik, I have like 1000 dudes left at the end
>Dethert comes to take it back with 3000 dudes and starts the siege
>I choose to sally out from the port
>In the battle, I deploy all 8 heavy ships
>vlandia deploys mostly light ships
>annihilate them at sea, taking like 30 casualties
>the entire 3000 man army is gone
Man, war sails sure is cheesy
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>whether a polearm is couchable, braceable,one hand, two hand, or throwable depends entirely on the shaft part
>the tip gives thrust or swing attacks
>The aft part doesn't do anything
>the butt doesn't do anything
gee Taleworlds maybe if you lazy fucks actually bothered to make them interesting and useful, they wouldn't suck shit and they wouldn't need to be balanced out of existence
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>>2322277
Some of the aft parts give the ability to knock riders off their horses. But I will complain that TW decided to make all lances be held near the center of the shaft, reducing their range to near uselessness.
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>Mercenary for Western Empire
>Northen Empire declares war on Western Empire
>Lucon gather's an army somewhere
>Be on the bridge near Atrion Castle on the time of decleration
>Bunch of enemy lords try to get by the bridge to Lucon's gathering
>They completely ignore me and try to get past me one by one
Pic related
It feels like cheating
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>Northern Empire is too exhausted. Bitter defeat
>Northern Empire will pay tribute and lose influence to Khuzaits
In what world is gaining 1 Town and 7 castles in a single war a fail?
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I have a question about the story mode for the latest ACAN update. Possible spoilers ahead for anyone who hasn't played it.
Does anything actually change when if you inform Poppaea Sabina of the plot to overthrow Nero? I'm assuming this is the main decision to decide whether you're railroaded into marrying Claudia Antonia or Poppaea Sabina.
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>>2323747
>I think it only applies to clan members that are present at the start of the game. When your children grow up, they automatically get assigned a combat armor and weapons.
nah. you didn't have enough children because you didn't play long enough in fast mode. if at all.
that anon is right. every clan/married couple/whatever gets several members who spawn with armor and gear while the rest only spawn with clothes. they don't get to have even a horse.
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>Spend hours on creating my own troops with My Little Warband
>Recruit some of them and level them up
>Crash on entering combat
>After numerous crashes find out which troops cause the crash
>Edit them to have no variying sets
>It works
>Save
>Load Save
>Crash on load
Im very unhappy.
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>>2324334
>why would the modder make a steam version but no nexus one?
beats me
>the mod never caused issues for me when i used it years ago so perhaps you have mods confliction or some shit.
Maybe, ill try doing other things to make it work
Played this save way too long to abandon it now
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>>2324385
Yeah I mistyped. I meant to say I thought the claimants weren't "pretending" since they are the rightful rulers but I guess they are the "pretenders". Listening to their story it sounds like the current kings are the pretenders and not the claimants. Very confusing.
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>>2324388
>I thought the claimants weren't "pretending" since they are the rightful rulers
pretenders are all those who have claims but are not de facto rulersas far as i know.
m&b tries to convey that there are no rightful rulers™. you become a ruler by your sword and by tardwrangling lords into following you.
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>>2324388
>I thought the claimants weren't "pretending"
there are more meanings to the word "pretend" ESL-kun
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Making a Warband partial conversion mod. Wish me luck.
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>>2325697
nice
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These new raider armors added in war sails are pretty stylish desu
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>>2326061
>>2326143
It's built off of regular Diplomacy, and what makes it just a partial conversion is that all the factions and troops and towns and such are vanilla, but renamed to fit another setting. Scenes will mostly remain the same too. Map is completely different, but the amount of any specific type of settlement or faction is the same. There are new pieces of equipment but I've just stolen them from other mods. Would like to add guns too, but it depends on if I can merge someone else's gun scripts into my module. I'm not a programmer.
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>Give me parties ships
>Whoops captured! Ships sold.
>Give me parties ships
>Whoops captured! Ships sold.
>Give me parties ships
>Whoops captured! Ships sold.
>Go to use ships to break a port blockade
>whoops, too late! Assault has already begun and can only be joined from land.
It's all so tiresome.
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Are there any mods that change how Bannerlord heads fundamentally work? They're all so ogremaxxed.
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>>2326351
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>>2326268
The empire's selection of armors is genuinely appalling. There's like 7 variants of padded gambesons, 10 variants of the same low res mail coat, three variants of the top tier lamellar and then a couple okay ones that were added later and stick out because the fit and design philosophy is so different.
But what's really annoying is how everything simply doesn't fit together well. The Nasalhelms are too dark and look filthy, and the mail texture on them is dark and low res. The Bronze Spangenhelm looks incredibly dirty and dark and the mail on it is also almost pitch black with a fucked up texture that's got rings almost three times the size of the coats and neck pieces. The Kettle hats are also colored black and look like they were repurposed cauldrons covered in sooth. You can't wear anything that isn't endgame without looking like a fucking hobbo in the empire.
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>>2323147
I didn't even think of that... have my old BDSM Svana instead
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>>2326347
Best warband mods?
I picked up this game after 10 years and I spent 2 weeks playing like 12 hours for day.
So now I plan to buy a new pc only to buy and play bannerlord.
Btw anons do you prefer bow or crossbow?
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>>2326782
didn't even think about the now lmao, true that the context is a bad idea
the issue with bannerlord is that it's not as fun as warband but it makes it very hard to go back to warband since it has a lot of QoL
so you end up not wanting to play either
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What do i even do with them?
I've got 59 nobles, some actual lords as my prisoners after defeating Sturgia. I've got a few clans that declared war on me but they're very weak so they cant do anything to me besides being a pain in the ass and killing my villagers
Do i have to keep all of them in prison indefinitely?
>>2326268
Thanks. Yeah, it's silly that the Empire has such a bad selection of armor, aesthetics wise
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Each empire faction should really have slightly different armor to represent their proximity and trade with the other factions.
The western empire makes more use of scale and plate, the southern has more lamellar, northern has more mail.
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Guess my issue just solved itself
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>>2326355
>>2327356
You know, your post inspired me to try to make an aesthetically pleasing empire troop tree with MLW. I think the key is just not using the terrible kettle/fecal spanghelm helms. You get a tier 3 helmet that looks good - Helmet with faceguard. The different variations of straps, leathers and gambesons can give you a pretty nice cohesive look.
[Spoiler]Ignore the fact that I made them all girls, I enjoy looking at girls.[/Spoiler]
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>>2326876
>>2327508
Literally just press CTRL + S
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>Faction with a single town
>>2327453
Yeah it worked somewhat, made them all disappear >>2327365
>>2327482
Looks greatYou changed them into men after that, right?
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>do the warsails boat storyline
>the only fun part of the entire thing was the ramming boat
atleast caladog asked me to become a mercenary right after i guess
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Archer based playthroughs feel like cheating
I feel like my next playthrough should have less archers. Maybe put medicine on a companion too for less op bonuses
The AI is too retarded for any advanced tactics as well
What do you do when you get to this point of the game where you steamroll everything?
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>>2327766
>What do you do when you get to this point of the game where you steamroll everything?
I start a new campaign
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>>2327932
You know, I had this idea in my head to make a bonerlord faction that has all female ranged units and all male melee units. Could be fun, I think. The one annoying part is that I'd have to make it so one gender is the normal tree, and the other is the noble tree, meaning an inherent difference in tiers.
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>>2328159
Read the reply chain. Those are his custom troops
He's using My Little Warband. Retinues works more for me
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Hey. I haven't played the game in ages and I'd like some info on mods, if you folks don't mind.
Are there any decent total overhauls? Similar to Brytenwalda and Pendor for Warband.
In regards to franchise overhauls, I've noticed that the LotR and Warhammer Fantasy ones seem to have died. Are there any similar ones that are up to date?
Are there any collections or modlists that you could recommend? I tend to enjoy cool looking armour, like more diplomatic depth, more options things that allow me to roleplay my character and, of course, some visual replacer that makes characters look better.
Thanks, bros.
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>>2328070
eh
i'm running a bunch of mods on the live build and it's fine.
there are very annoying bugs like town garrisons not starving at all.
i don't recommend starting a run now.
>>2328270
>Are there any decent total overhauls?
not finished ones no.
In The Name of Jerusalem 2 seems very promising imo.
if you like jap setting, there is that japanese mod.
there are euro mods too.
but they just feel like a reskinned vanilla.
>Are there any collections or modlists that you could recommend? I tend to enjoy cool looking armour, like more diplomatic depth, more options things that allow me to roleplay my character and, of course, some visual replacer that makes characters look better.
lol
lmao
i suggest waiting at least several more months. up to a year.
some mods haven't updated yet. for me, change clan leader was essential.
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>>2328247
Thanks friend
>I've always liked the flat face plate helmet.
I love it
Shame there's not more of them
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>>2327932
>>2327482
The helmet with faceguard bothers me in a very autistic way cause the cheek guards and neck flap are ever so slighly off in shape. They are too short, don't wrap on the face enough, don't cover enough at the back, and really look like they could use an ear hole. I wish i could fuck with bannerlord models as easily as i could Skyrim ones back in the day.
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How do you guys usually start your playthroughs? Do you become a vassal or just go around roaming and doing stuff?
I recently started a Bannerlord new game after many years and so far I've been just going around killing Looters and even managed to get a wife but now she's a member of the family but I am not associated to any kingdom or anything and I am a little bit lost on how to "continue"
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>>2328270
>I've noticed that the LotR and Warhammer Fantasy ones seem to have died. Are there any similar ones that are up to date?
they are not dead to my knowledge, the update is taking a long time because 1.3 fucked so many things
the warhammer one is also waiting for the next content update (dwarves) to be ready
Many total conversions are struggling to update the code base to 1.3 since there is like 1-2 coders per team for most mods, and I'm not even talking about warsails compatibility
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>>2328741
It's much better, especially where it counts: massive open battles, siege assaults, raids, modding possibilities.
You might miss some of the gimmicks, like feasts, usurpers. The repository of total conversion mods available is also smaller, but it's getting there.
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>>2328970
turns out it was a problem caused by an earlier version that even when disabled had files that it was incorrectly reading from
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>>2329117
Reinforcement system
Realistic Weather
Time Pass
Arenas Extended
DismembermentPlus
Horses
Immersive Sergeant
Raise Your Banner
Show Skill Limit
Better Exception window
Better Smithing Continued
Better bows
Troop sorting
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>two handed maces exist
>zero unique parts like hammers or flails even after they've added them to the game
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>Join the PoP2 discord server
>It's apparently meant as a commercial product now that may or may not be a bannerlord DLC
>almost all the art posted by the dev is AI slop barring a few icons and helmet 3d models
>like 50 different reasons in the rules as to why you can be banned, including posting too many memes.
>"ackshully, posting images and links is a privilige"
>"nothing added to the original Pendor after I, the main dev left it"
I consider myself a big fan of the original Pendor. Still, even as I hate to use that word, what I saw doesn't pass the vibe check. For a small dev team, this whole thing feels way too secretive and corporate. The main dev also seems kinda like a douche.
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>>2329986
>>It's apparently meant as a commercial product now that may or may not be a bannerlord DLC
old info. like years old. even before bannerlord hit early access >6 years ago
>The main dev also seems kinda like a douche.
saxondragon?
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>>2329986
I mean, if the mod was sold as DLC back in the day I would buy it. I played the shit out of pendor it was fun as hell.
It makes me wonder why taleworlds ported over that crappy vikings mod officially instead of pendor?
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>>2329494
Reinforcement system needs an escape mechanic. I love the concept but after I got fucked by wave upon wave of bandit reinforcements I had to take it out. It's a shame because it was kino using actual tactics to take out each wave with my gradually diminishing troops.
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>started as a merc
>married Corein asap because me like her
>fight for many kingdoms
>I dont have a kingdom that I really like to join them
How can I go forward with this? Should I just steal a fief for no reason and start my kingdom like that or is it a better option to join another kingdom and gain independence from the inside?
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>>2330215
There are a few options. The early days of your kingdom are arguably where Bannerlord is hardest
>just grabbing a fief
You can do it, but don't get too used to your first castle. You are meant to take it, so you can call yourself king and be able to lead armies so you have a chance of taking your actual preferred fief. Also, be sure to have all the perks that decrease the escape chance. You'll need to fight a lot of enemy armies, and keeping their leaders forever will make it much more managable. Imo, the best starting position is somewhere where you are far away from other kingdoms. The nords are by far the easiest to conquer due to being spread out, and having the fewest noble clans. In my most recent playthrough, I took Hargard as my first town. Ostican is also good as it has a great choke point.
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it seems alt+F4 can fuck up one or all of the big 4 mods, Harmony, Butterlib, MCM, UIextender.
idk if it's a combination of another mod with them or what exactly but i'm used to alt+F4 exit from games but after i installed Character Reload mod, played for a bunch then alt+F4, the next time the game started crashing on startup.
i removed all mods and it worked fine.
i added the big 4 mods then it crashed on startup again.
i deleted the big 4 mods and unzipped them again (i kept the original download) and the game stopped crashing.
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Play oldrelms
>calvary and blade
>zero love for melee and ranged
>magic is retardedly op (in player hands)
>magic is retardedly op (because npcs has global range instant cast aoes that can kill entire rows of units)
>guns totally unsatisfying
>mortars are just low skill fire catis you put on field
>retarded economy
Play shokuho
>tradition japs, no anime
>i do not give a shit about historical events
>ranged extremely broken due to the removal of shields
>guns totally unsatisfying
Are there any good overhaul mods or do i need to go back to warband
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it annoys me the only thing you can see from notables is their heads and they don't wear hats that codify their roles in society or make them distinguishable at all which was a big thing in medieval times
it also bothers me nobody's using cloaks or capes or anything fanciful but simple so towns look like penal colonies
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Dramalord is fun
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https://youtu.be/HRfQKeVw8HQ
>this video is how I learned the DLC actually came out
is the DLC actually good? are sea battles actually fun and a nice change of pace?
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>>2331823
>is the DLC actually good?
I have just finished my world conquest without fighting a single sea battle. I like the map overhaul and economy changes. The nords are also a nice addition, with a pretty cool infantry/Archer line. That being said, the Empire is arguarbly the best naval faction. Their naval troops are the 2nd best after huscarls, AND they have 2 of the tankiest ships, usually equipped with fire pot ballistae that can kill up to 10 guys per shot. Meanwhile, the nords don't have a single ship with a ballista slot.
>are sea battles actually fun and a nice change of pace?
Sea battles are tricky. If you really lean into them, they can have a lot of strategic depth. They also let you cheese huge armies if your fleet is equipped for it - there is a strict 8v8 ship limit, meaning only a small part of invading armies can participate. On the other hand, until the lategame, most of your fights will be 3v3, which can get samey.
>anything else
It's quite rare to fight against lords on sea. It only consistently happens in fights:
>Aserai against Vlandia/western Empire
>Nords Vs Sturgia/Vlandia
Finally, on a positive note, if you get the free ship from the War Sails campaign, hunting corsairs and sea raiders and taking their ships for sale and boatswain xp is a pretty fun alternative early game gameplay.
I give war sails a 7/10
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>>2331823
Since when is Agartha siding with jews? Anyway
>1-4 damage dealt to the player
Imagine playing on anything below the highest difficulty settings, the game is already boring and easy as it is on the hardest settings
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>>2332102
they used to give higher exp the higher dmg you caused and you caused higher dmg the higher your speed is.
armor wasn't included in the calculation.
you needed to do drive bys on low level units.
idk how it currently is.
BUT, did you put more attribute points in VIGor?
the learning rate increases the more attribute and focus points you put it.
the higher your skill level, the slower your learning rate becomes.
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>>2332405
by himself the DLC is pretty good, the review are mostly about the sorry state of development of the game. it delivers on what it set out to do, I've been really enjoying the sea battles.
the problem is that it does not improve on the main issues of the game like late game stuff. DLC is clearly not worth 25 bucks and 1.3 is not worth losing all the mods that will require hundreds of hours to update. even more so since we can't mod the main map to be compatible with warsails and have naval battles
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>>2332666
checked
lords spawn with 15-29 troops after defeat. ~5 top tiers but the others are mostly tier 2 iirc.
the rest they recruit like the player.
idk how mercenaries get their troops.
i *think* the AI gets a cheat boost to troops training.
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>>2332682
lords used to spawn with zero troops but bandits would take them prisoners immediately because lords don't spawn inside walled fiefs but next to them.
players noticed lords being imprisoned by bandits all the time and reported it.
devs gave them the free troops to stop them from being imprisoned.
idk why they didn't go with just making lords spawn inside walled fiefs.
maybe because it was like warband and a faction with no fiefs held on for a while before dying (or didn't die at all in my experience in bannerlord) so they didn't want factions to die immediately so they elected to make lords spawn outside instead.
but now fiefless factions get destroyed immediately so there is that.
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Just started war sails, did the storyline now I'm farting around Hvalvik (rebelled against the Sturgians who never bothered to retake it)
How many n(ord)iggas do I need before I can start plundering merchant convoys?
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>>2332685
This would all be completely solved if they added obviously missing game mechanics like parties going into stealth mode on the map when underpowered, routed troops reforming under a captain or lieutenant troop and seeking out their former commander and settlements/castles sending troops out to join a lord instead of them waiting to be picked up.