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Rake1993

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Everything posted by Rake1993

  1. As title, please revert the changes, they ruin the economy
  2. so, when i think at bannerlord i envision a never-ending rpg. A skiwìrmish and large battle version of skyrim, with istanced combat. That's no going to happen anytime soon, but i have faith in the modding community, which i'm trying to join with my first mod (hopefully soon :D). As for now, i like the early game gameplay. Roaming with a party of max 100 npc, as elite as possible, and engage in numeric disvantage, hit and run. Obviusly switching side is pretty mandatory, and that's why i end up playing most of the time as a mercenary. Now the system works well, you can make big money if you choose the right side, and you also can stop the snowball as an added bonus, adding time to the playthrought. But, well... i really miss the garrison, and the ability to stash some troop if u suffer casualties xD something like a single castle would be fine. So, my request: it would be possible to get back the ability of having fiefs when mercenary, and keep them when you leave your faction (without relation malus) ? it would be great :D
  3. I am planning a new playtroghut, so i'm going to test. I have another strange bug: when i enter solitude, after execution, all guard turn hostile, but i have no buonty. If i kill a guard, then i get a bounty: paying, guard turn again friendly. Plus, during the quest about the redguard woman in bannered mare, when I drive the woman to the horses, the redguard men turn hostile against me. I can fix this casting calm to finish quest. In similar way, in redwater den some npc that should be neutral (the doorman and the dealer) are hostile by deafult, and i can speack with them only using calm. The addicted npc, anyway, are neutral. I found other neutral bandits throught the world, and checking with TESedit they're always from a pre-placed spawn. Is'nt an AI problem, becaus when attacked they react as usual turning hostile. It's a strange bug, not game breaking, but i'd like to resolve. Checking the factions trought tesedit all should be normal, so, i'm trying to do some test. If someone has some ideas will be great :D
  4. When I enter some dungeon, there are a few bandit that are not hostile. Is'nt an IA problem, they recognize me, they can fight, but are not hostile: but the vast majority of bandits are still hostile and they work as usual. I tryed to force set their faction hostile, but they still don't attack. I searched in TES5Edit their ID and result that there are some specifical static spawn that spawn non hostile mobs. I tryed to wait some day and return in the dungeon: same spawn point, different mob (es. a ghost bandit instead of a apprentice conjurer) but they are still non hostile. I found that bug in dashpool phebble (a mod dungeon) and in the dungeon of meridia (vanilla). In addition, I have played this save for 13 hours without problems, and i have not added or removed mod since the start. Anyone can understand why it happens? There is my mod list:
  5. I tried to see Game/Global/Gameplay/EncounterManager but is very over my ability. Hope someone better discovers how to do.
  6. There are some news? I was just searching for an increase spawn mod. I will download the tool and try to see values, but i'm not very skilled, so let me know if you find a way
  7. Hi everyone! Is it possibile to make a mod that increase number of mob per spawn and/or spawn point (encounters)? And maybe somenthing to repopulate kett bases and similar places in the maps? I'd like to have a more intensive fightning exeperience during travels and exploration ^^
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