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I've been trying to play as a mercenary but it is just making me want to stop playing at all. I have nowhere to store items, troops, nothing. Only saving grace I've had is a bank mod for my money. And since I have to join AI armies a lot, you can see how that goes. So I was hoping someone would be able to make a mod where the player has their own hideout, like bandits. That way it isn't affiliated with any faction and I can still be a merc, and store troops and gear there. Could also add an initial cost to build the hideout so new characters wouldn't have access to it right away (25k?).
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I've ran this game with a LOT of mods, and the answer is both yes and no. A lot of fixes have already been implemented by modders and updates, as well as a lot of features. However with frequent updates to the game, it destabilizes a lot of mods. And a lot of mods already have dependencies on other mods, so if one mod doesn't work, or needs time because of big changes in the weekly update, it can cause a chain effect of issues with mods that have a dependency on it. There are also a lot of things mods haven't fixed yet. There are still serious balance issues and most the perks still don't work, though there are mods that fix some. A lot of mods you can't remove safely either still. There is a mod that is supposed to help fix saves, but it seems mostly abandoned. Someone else has continued work on it and has files on Github, but many people have experienced issues/crashes with those files. I had a save with a lot of hours in it, but an update to one of my mods broke it, and the save fixer mod crashes my game so I'd have to start over. I'm not going to though because I know I'd have to start over again soon. I wouldn't expect to get a full playthrough yet, though you could get decently far and get some fun hours in. I'd wait till more perks are implemented, either through mods or updates, and mods are able to be removed safely. Better balancing would be nice but everyone has their own balance. For reference, I've created mods myself for games like Skyrim and Total War Warhammer II (though not bannerlord), and mod the hell out of any game I can. I got 240+ mods running smoothly on Fallout 4. I have more hours troubleshooting mods than some of the games I've played so I usually know what to look for. I've also checked the nexus everyday so I've seen most the mods that have been released. And I have to say, the modding scene for Bannerlord is GREAT. The fact that modders have done so much without even proper modding tools blows my mind, as well as the amount of mods already released. I'd say it could be possible within a month, but currently it feels like I'm playing Jenga due to stability. In a month or 2, possibly could be playable. In a year, great. After a few years, could have more replayability than skyrim.
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Title pretty much says it all. As it is, even if you pause the game and move the artillery to reserve as quick as you can, the enemy gets a bombardment off. Even if the artillery is moved to reserve and doesn't show on the campaign map, it takes damage from the first shots. This has lost me bombardment battles because even though I deploy all 4 artillery at once, most of them are near death, and I still have to take out the enemies 4 artillery. And sometimes my artillery targets walls instead of enemy artillery for some damn reason so I need the extra health.
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F6 - Am I missing somthing?
SteelBlood2 replied to jimwaldo's topic in Mount & Blade II: Bannerlord's Discussion
Are you only using the Charge command? If you order troops to advance instead they should fire while advancing, same is true for the fall back command while retreating. If they are infantry, they'll advance with their shields up too. Might need to be in shieldwall for that though, not sure. As for charging flanks, I think the AI might just move the group to the flank, and then issue the charge command. -
If I read the mechanic correctly, it isn't so much the battles you have to die in, it is being captured. You know how you can execute lords? Well if someone who REALLY hates you captures you, you might be the one killed. So if you execute all the lords of a clan but 1, and he captures you for example, SHOULD be a good chance he'll kill you. But since its EA might still not be implemented.
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I believe the troop collision mod said it did fix siege towers. But that may have an older version because I think siege tower collision was fixed in 1.2 update. As for artillery, on the campaign map as soon as it is built, pause the game, click on the artillery and move it to reserve. Once you have all 4 built, deploy them all and it is much more effective. Either side loses troops each time an artillery piece is destroyed. For in battle artillery, the fire onagers can get some pretty decent kills. It all depends on the firing angle. Artillery doesn't seem as good because historically they were more for bombardment before battles, destroying enemy walls and siege engines, etc. I do agree it could be more effective though. For example regular catapults should kill more than 1 troop if it lands in a group.
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I am 100% sure at some point there will be a mod letting us customize troops, though we may have to wait a year or so for when modding tools come out. In the meantime, there is this: https://www.nexusmods.com/mountandblade2bannerlord/mods/286 You do have to mess with coding, which is why I'm waiting hopefully for a mod that lets me do it in game without code. Hope the mod I linked is close to what you were looking for.
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Crash Help, Picture attached
SteelBlood2 replied to spartasmaximus's topic in Mount & Blade II: Bannerlord's Discussion
Do you have a mod that lets you create your own kingdom, or the Party AI mod? -
Mod Request: BOOTCAMP
SteelBlood2 replied to Dreamz7's topic in Mount & Blade II: Bannerlord's Discussion
https://www.nexusmods.com/mountandblade2bannerlord/mods/258 -
Duplicated AI Lords!
SteelBlood2 replied to harisjaan's topic in Mount & Blade II: Bannerlord's Discussion
This is confirmed to be an issue from BuyPatrols. It has been updated to fix it, and in the bugs section it details how you can remove the duplicates. -
There are some commands from Warband such as Spread out, Stand closer, advance 10 paces, fall back 10 paces, that are missing from Bannerlord. I know for some of these it is because you can hold the mouse and choose the length of the formation, but a lot of people use VoiceLord, ScreamerLord, or some other voice command program that doesn't accommodate that. So you are trying to use voice commands but end up having to use the mouse anyways. Another useful command would be to select nearby troops. If you guys have any suggestions for more commands feel free to post them!
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Duplicated AI Lords!
SteelBlood2 replied to harisjaan's topic in Mount & Blade II: Bannerlord's Discussion
I have all those except Fighting Together.