Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Dynamic Troop Equipment System
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Game Mode: Singleplayer
Tags: v1.2.9
File Size
Posted
Updated
957.110 KB
21 Dec, 2023 @ 2:14am
26 Feb @ 8:31pm
33 Change Notes ( view )

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Dynamic Troop Equipment System

Description
The Dynamic Troop Equipment System mod revolutionizes the game's troop upgrade and equipment system by replacing it with a dynamic army armory and equipment distribution system.

In versions 1.1.10 and later, when launching the game and entering the grand map, you may experience brief lagging lasting from a few seconds to about ten seconds. This is considered normal. Please be patient and wait a few seconds to ten seconds, and the lag will resolve itself automatically.

Armory System
  • Soldiers no longer magically receive new equipment upon leveling up.
  • Parties now have dynamic armory. Equipment from defeated non-hero enemy units is added to this armory.
  • Each soldier's equipment is no longer fixed; instead, they select the most suitable gear from the army's armory when entering the battlefield, and return it to the armory upon leaving the battlefield or falling in battle.
  • Newly recruited soldiers contribute their initial gear to the armory.
  • The armory can be accessed and managed from the town menus.
Equipment Distribution Logic
  • Before battle, the armory evaluates each soldier's equipment slots. It then equips them with the highest quality weapon available that matches their original equipment from the vanilla game.
  • Weapon matching and distribution occur in four distinct rounds:
    • 1st Round: Requires an exact match in weapon type and function. For example, a one-handed sword only for slashing can only be matched with another one-handed sword of the same type. A one-handed sword that can both stab and slash, or a one-handed sword that is slash-only but can also be wielded with two hands, does not qualify for a match. In this round, when allocating polearms to cavalry, only lances specifically for mounted combat are considered, and infantry will not be assigned such lances.
    • 2nd Round: Subtype matching. For instance, a weapon that can be used as a one-handed polearm can be matched with another that functions as a one-handed polearm, even if the latter can also be used as a two-handed polearm, or if one is for slashing and the other for stabbing. Throwing weapons and melee weapons are not regarded as the same category.
    • 3rd Round: Broad type matching (e.g., both are “one-handed weapons”). For example, a one-handed sword can be matched with a one-handed axe. In this round, when allocating polearms to cavalry, only lances specifically for mounted combat are considered, and infantry will not be assigned such lances.
    • 4th Round: Broad type matching (e.g., both are “one-handed weapons”).
    • Each round only fills slots left empty from the previous round.
  • Soldiers without weapons are allocated a random melee weapon.
  • Higher-tier soldiers are prioritized.
  • Surplus arrows, shields, throwing weapons, and two-handed/polearms are allocated based on existing equipment.
  • Mounted units, including archers, won't receive weapons unsuitable for use on horseback.
Functionality for AI Parties
  • AI parties led by heroes will have access to an armory mechanism.
  • Upon creation, AI parties receive original equipment consistent with the soldiers in their party, similar to when the player recruits new troops.
  • AI parties can loot enemy armories through battle.
  • Daily, AI parties receive random equipment, as detailed below:
    • They obtain equipment that their soldiers would normally have in the vanilla game, with the quantity depending on the total number of troops in the party.
    • They randomly receive equipment matching their clan's culture. The quantity is influenced by the clan tier, which also serves as the upper limit for the level of equipment received.
    • Equipment is received based on their fiefs, with each town, castle, or village providing one piece of equipment daily, aligned with the culture of the settlement. The tier of equipment provided is capped by the settlement's prosperity level.
Additional Mechanics
  • Consumable weapons (arrows, bolts, throwing weapons) are only recoverable if not completely used up.
  • Cavalry upgrades do not require horses.
  • Soldiers are limited to using weapons within their skill level.
  • Broken shields and used ammunition are not collected.
  • Armor receiving fatal or critical hits may not be salvageable.
  • After defeating an enemy army with an armory, the standard loot system is replaced with the remaining contents of the enemy's armory.
  • Upon the initial launch of this mod, a blacklist.json file will be generated in the mod folder. You can edit the item blacklist within this file. When editing, you can use either regular expressions or exact matching to filter items, based on their stringId and localized name. Items that meet these matching criteria will not appear randomly in the game or be lootable.
Compatibility and Requirements
  • Should be compatible with mods not introducing new equipment types.
    • Tested and confirmed compatibility with RBM, OSA, DRM, and BannerKings.
  • Note that there may be bugs related to equipment crafting.
  • Recommended to use the BLSE launcher for optimal performance.
  • Requires Harmony, UIExtenderEx, ButterLib and MCM.
FAQ

Q: Why is my army naked?

A: If you load a save that wasn't previously using this mod, your armory will be empty. You need to manually purchase weapons and put them in the armory for your soldiers. Ensure your soldiers have enough equipment; otherwise, they will appear naked or unarmed.

Q: My equipment is missing!
A: Armor that protects a fatally or critically hit area can be damaged when soldiers are killed or knocked out. If multiple armors protect the same area, one is randomly chosen to be damaged based on their protection value.
Used arrows, bolts, throwing weapons, and damaged shields are also not recoverable.
If you use mods that cause weapons to drop (like RBM) or other mods leading to soldiers discarding their weapons, dropped weapons won't be collected unless picked up again by soldiers.
When equipment is assigned from or returned to the armory, its modifier (prefix) is removed. Consequently, your equipment with prefixes may no longer exist as distinct items after a battle; instead, they merge with the unmodified versions of that same equipment.
Additionally, two known bugs can lead to equipment loss:
first, allowing cavalry to participate in hideout battles may result in the loss of their mounts and horse harnesses, so avoid using cavalry in hideout battles;
second, soldiers carrying banners may lose weapons replaced by banners.
If your case doesn't fit any of these scenarios, please let me know.

Q: I've encountered a bug!

A: Please report the bug in the dedicated bug report thread here.

Credits
  • Russian localization: UmarKot
  • German localization: pandory
Links
Popular Discussions View All (9)
14
19 Sep @ 8:39am
PINNED: Bug Report | Bug集中报告帖
竖琴海豹
7
30 Dec, 2023 @ 4:15pm
my troop dont use any armor when using this mod
khitamazza
1
7 Jan @ 2:50am
Suggestions for future updates
Rooney Doodle
265 Comments
1324596740 26 Sep @ 8:35pm 
战损率太高了,实测任何情况下撤退都会丢失大量装备,而且传奇品质装备打一次仗直接变普通(那我为什么还要打造它们呢),搞得我游戏大部分时间在造武器打护甲,想要统一制式规模化列装军队几乎是不可能的。我很奇怪明明没有接战就撤退正常情况下不是应该把盔甲和武器都带回来的吗,按照作者的设定难道小兵把盔甲武器丢光了直接裸奔回家?兵撤退了我一个人骑射把对面清干净了,按说打扫战场也可以收集回丢失的武器啊,为什么没有这样的设定呢?综上所述,作者应该修改装备丢失损坏倍率的问题,至少让玩家可以组建统一列装的部队,而不是五花八门的乌合之众,这样还不如原版
1324596740 26 Sep @ 9:54am 
有BUG,点了个撤退兵跑了,一个人打完到城里一看,妈耶,自己打的几百件传奇武器和好盔甲都没了,莫名其妙就没了,没了:steamsad:......
Nono Cat 24 Sep @ 1:36pm 
update
普通人 13 Sep @ 8:21am 
更新!
Boom!! 11 Sep @ 7:27am 
好mod,但是装备能直接取出导致赚钱太容易:steamfacepalm:
Muffinballs32 8 Sep @ 3:07pm 
hey i was wondering if you could balance this mod a little bit by reducing the cost of any items that are gained from the armor by half since it can be really broken to just sell everything in there
Is anyone getting constant crashes in large battles with notables despite debugging invalid armor pieces ?
我大意了啊没有闪 26 Aug @ 7:02am 
看起来是个很有意思的mod,已经订阅了,我很期待他的体验,感谢!
[iW] Brownie 13 Aug @ 6:33am 
This is a great mod, but there needs to be a way to determine what troops get what equipment. Why are archers using plate armour, a spear, and shield? Yes they still have their bow and one quiver, but they can no longer run anywhere and run out of ammo very quickly. They are meant to be weak to cavalry charges, and now as soon as an army has enough gear, they excel at destroying cavalry charges even when the AI uses them.

The only way to avoid this is to painstaking micromanage the inventory after every battle so that the number of shields etc match the number of infantrymen you have, and of course men die in battle and you loot gear and recruit more men. Very tedious with the stutters that come with Bannerlords inventory system
Goliath 9 Aug @ 11:46pm 
A great mod!
The only problem I got with it is that when I enter a huge battle the game freeze and all my CPU goes to 100% (I have a 12th Gen Intel(R) Core(TM) i7-12700KF so it should be good enough for this game). When I remove the mod and enter the same battle again, the problem disappear and the game runs smoothly.
Turning the battle size down to like 500 also solved the problem so my guess is that it has to do with spreading the equipment to many units overload the CPU or something like that.