Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Mountain Blade - It's Sword of Long
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Game Mode: Singleplayer
Tags: 1.2.12
File Size
Posted
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580.395 KB
12 Mar @ 5:25am
19 Mar @ 1:36am
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Mountain Blade - It's Sword of Long

Description
Expands the part size limit in the crafting menu from +-10 to +-50. Also optionally compensates for one handed bladed weapons receiving terrible stats once over length 110.


Mod Description:

There is an outdated mod here that I had once used, which also expanded the range of crafting sizes. However, it did so by applying an internal multiplication to the still vanilla +-10 slider , so for example with a x4 factor, it would be +-40, but creating two major problems in the process:
- The adjustment would come in +-4 steps (with the x4 multiplier), which was terrible for fine tuning and actually made fulfilling some recipes impossible.
- Vanilla weapons carried by NPC soldiers would also be scaled, so a +10% sized weapon would suddenly become a +40% sized monster slayer, while their small daggers would slip into the near invisible spectrum.

My mod however now only changes the slider size by manipulating "CraftingPieceGrid.xml", so there are simply more slider options, and the base game functionality is left intact.

Mod Options:

Motivation:
In addition to that, I found that one handed swords had terrible stats exactly as they left the game purview of +-10% part sizes. (might be the reason why they put in such harsh restrictions, but I am speculating)
Analyzing their physics calculation in the vanilla code revealed two likely causes. One is rather mathematical and difficult to explain here, but the second and more likely culprit is that their blade weight base stats are probably overestimated. For example, the rather large classic british longsword had its center of mass about 8-10cm above its guard, but after my calculation even small Mount and Blade swords move into a 27-42% range of the blade length, which is about 30cm from the guard. (on a longsword sized one ~40cm) This then produces immense imbalance, causing both damage and, -even more-, swing speed to drop rapidly and make the weapon completely impossible to use.

Actual Changes:
Since the issue lies with the crafting component data, I dared not to attempt such a fundamental wide-scoped change when I only wanted functional larger weapons. Hence I introduced a small physics patch only applying to one-handed bladed weapons which counter-corrects damage to at least stay around constant up to size +50. Note, this still means large one-handed weapons become more ineffective "DPS" wise, since swing-speeds and handling will justifiably drop. (you got to pay for the range advantage with something after all) But at least it is an option now, whereas vanilla would drop efficiency to ~25%, with this it comes to about 65% on the largest +50 size.

If you don't want that change, you can disable it in the MCMenu.
25 Comments
riinagaja  [author] 2 Jun @ 1:08am 
@Helvetica: The likely reason mod config menu crashes on you is not mcm itself, but a mod that has problems with it. Factory newest version MnB with newest mcm works perfectly. Other than that, I guess you already tried running Mountain Blade without it? (since there is a good chance it would work without)
If you already did, then I advice similar to Richard Ramirez one comment down: You can localy copy the mod out of Steam\steamapps\workshop\content\[gameID] and into Steam\steamapps\common\Mount & Blade II Bannerlord\Modules .
From there, delete the "bin" folder and open SubModule.xml. Delete the 4 lines of "DependedModule" and "DependedModuleMetadata" that ask for Harmony and MBOptionScreen. Finally, in <SubModules> delete the two <SubModule> tags (12 lines altogether) that ask for MCMv5.dll. Save it and done. You now have only the length change, but the physics patch that depends on Harmony will be gone.
Helvetica 1 Jun @ 11:58am 
Can you please not have this depend on mod config menu? That mod crashes my game on startup and I can't use this one as a result because of it. mod config menu also has a massive history of this as well.
riinagaja  [author] 25 May @ 10:34am 
@Richard Ramirez: You can also just copy over my mod to your local files and only change the CraftingPieceGrid.xml there. (Just search for "50" to find the value and change it) All changes made here are only done on the mod so the original game files stay intact.
Richard Ramirez 25 May @ 6:13am 
I can find the "CraftingPieceGrid" but I'm afraid I'm going to brick the game with the wrong numbers/letters. Then I'd have to use Steam to repair the integrity of the files which will interfere with some of my mods. Still pretty good though even if there is not more options in the MCM. Almost 4 meter long lances and almost 90 cm long maces to stab and smash with cavalry easily.
riinagaja  [author] 25 May @ 4:55am 
@Richard Ramirez: I struggled with this too, and this is already a compromise. Lots of blades still don't reach the 140-160 target line to be able to use them as proper Zweihänder as I wanted, but I couldn't do more due to (1) -50% on the other side being very low already and (2) granularity suffering due to slider being not precise enough.
The best solution would have been to have a slider that locks into certain values and displays exactly the +-% you get there, but that would require to make an entire new design element to replace the old slider which can't do this; - a lot more work. I might update that at some point, but currently I am still satisfied with the results.
If you are very bothered by it, you can read Mod Description where I described how I did this and change it to +-20% yourself. Weird that the mod became so popular and no one thought to do this before, because in comparison to my other mods, I mostly only edited official .xml settings here.
Richard Ramirez 24 May @ 2:35pm 
The +- 10% of the base game didn't feel like real freedom. This mod's 50% feels liberating but is pretty damn ridiculous when you see the weapons clip through the floor. Is there a way to edit this mod to moderate the range from +-50% to +-20% so things only get a little bigger when I put the sliders on max or will it have to be fine tuned.
SNES Chalmers 23 May @ 1:09pm 
Had some fun with it. Hilariously long Halberd of doom
Baron Bjorgus 7 May @ 5:00pm 
there was another mod i used called longer crafting parts or something along those lines, but it had much more extreme values you could hit an a uniform scaling of the weapons parts in both length and width. it did not as far as i know do its scaling very well as larger weapons would suffer immensely as well as one handed modes for two handed weapons would be favored over the two handed mode that the weapon is made for.
i just thought i'd mention this because if we had a uniform scaling for both length and width (not necessarily the wacky values just the uniform scaling) i think this mod could be more lucrative and compelling, even though its already very good.
Richard Ramirez 7 May @ 9:13am 
Yes it is not our fault. It was just bad game design. In real life if weapons are too top heavy then it just increases fatigue and reduces speed, not magically make the weapon less dangerous. Realistically the opposite would happens and a top heavy weapon would do more damage at the expense of speed like how an equal weight axe is better than an equal weight sword at cutting trees and wood because it is top heavy but slower.
riinagaja  [author] 7 May @ 7:35am 
The problem with fixing this is that I can't separate "axes+maces" from swords directly, since these categories don't exist in the game. I managed to get that recognition for swords by patching only weapons that aren't top-heavy. (center of mass closer to grip than tip)
If I were to now also develop for top-heavies, then I would probably need to look at the whole mechanic itself and change it, which honestly I tried to avoid. I didn't want this mod to distance yourself too much from the vanilla experience, but really rewriting this physics part would make it too deep an alteration I think.

I will look into it still. You are right that damage drop in pole-maces is bogus. Maybe I will just make a separate mod for the physics then to keep everything clean.