Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Better Bandit Troop Trees
45 Comments
Drunkenslav 23 Jul @ 11:10am 
can i add this mod to an already existing game?
Homia4ok 6 Jun @ 1:17pm 
@BCMINISOOP Thank you too! :D
BCMINISOOP  [author] 6 Jun @ 11:36am 
@Homia4ok - You are correct, and this was a mistake on my part. I have updated the mod on Steam, so hopefully this issue is resolved. Thank you for pointing it out.
BCMINISOOP  [author] 6 Jun @ 11:10am 
@cdavies210813 - Not sure why that mod would cause conflicts for custom battle, but thanks for pointing it out
Homia4ok 6 Jun @ 10:51am 
Just found out that the upgrade from Brigand to Highwayman (Foot soldier version, not mounted) requires mounts to upgrade. Is this a bug, or was this supposed to happen?
cdavies210813 5 Jun @ 8:47am 
@BCMINISOOP i found the mod thats making this mod not work its "Calradia Expanded: Kingdoms" :steamsad:
cdavies210813 5 Jun @ 8:11am 
just found out its a mod conflict issue cus i disabled all my mods except this one :(
BCMINISOOP  [author] 5 Jun @ 3:57am 
@cdavies210813 - It's unfortunate that it isn't working for you, but I cannot replicate the issue on my own system. Might I suggest downloading the mod from Nexus, or unsubscribing and resubscribing to the mod on Steam in case any files have corrupted?
cdavies210813 4 Jun @ 11:02pm 
bug. for some reason, i cant go into custom battles. i have recently downloaded some new nexus and steam mods but i have disabled those mods.

NOTE: this never used to happen with this mod
Homia4ok 4 Jun @ 11:28am 
Thank you for the mod! Everything works alright, and it makes the game more interesting and slightly more challenging(just a tiny bit, still easy). ( ˶ˆᗜˆ˵ )
BCMINISOOP  [author] 26 May @ 5:13am 
@Cherry - I'm sorry to hear that's how you feel about the mod. If you feel there is an imbalance, might I suggest using the Adjustable Bandits mod to tune things more to your liking? This allows you to change many settings around bandit spawns, including for example bandit party size.
Cherry 26 May @ 4:10am 
ngl my only complaint is it creates a horrible imbalance and makes starting off in this game stupid painful.
BCMINISOOP  [author] 24 May @ 3:20pm 
@Ultragrunt777 - be sure to check multiple towns as not all bandit leaders are switched to bandit type units. Other than that I am not sure on the specifics of the female troops mod, but there could be conflicts if the mod overwrites gang leaders in towns. Otherwise, there should be no issues. If you want to be sure, place Better Bandit Troop Trees below your other mod, and it should work as intended.
Ultragrunt777 24 May @ 9:39am 
This is also on a new game not a existing one.
Ultragrunt777 24 May @ 9:37am 
Does having the female troops mod mess with bandit trees? Cause i never see any bandit units from the gang leaders when i recruit from the towns.
BCMINISOOP  [author] 24 Apr @ 3:29am 
@Lordlynel - yes, if you added this mod into an existing save you should begin to see the new bandit units in bandit parties, and you will gain access to the new bandit unit types. Bear in mind, you wouldn't then be able to continue your save without this mod as it does introduce new units.
Lordlynel 23 Apr @ 10:12am 
Could this mod be added to an existing save in order to get the new bandit stuff but not the recruitable looters?
BCMINISOOP  [author] 11 Apr @ 4:47pm 
@Awan - This mod does update party templates, so if another mod is dependent on party templates I could see conflicts. However this mod does not introduce gang notables into parties, so I don't know exactly what the cause could be, if it is related to this mod. My only suggestion would be, if you can confirm that the issue is not present if you do not enable this mod, to play around with load order to see if that might fix the issue.

I hope this helps and I hope you can resolve your issue
Awan 10 Apr @ 4:22pm 
Hi, this is an insane comment because I'm experiencing an insane bug and I'm worried it might be an interaction between this and something else. Currently, my regional bandits (so desert, steppe, etc.) are spawning with a random gang notable in them. Multiple of the same guy. In different armies. Appearing to be multiple infantry but actually just being one guy. Do you have any idea of something in the mod which could possibly cause this?
BCMINISOOP  [author] 9 Apr @ 4:58pm 
@ZORRO - To my knowledge, it works well with fourberie with no issues
ZORRO 9 Apr @ 4:34pm 
does it work with fourberrie ?
MrBoobieBuyer 9 Apr @ 3:49pm 
Effective mod, responsive mod author, helpful description
Snowieken 1 Apr @ 7:25am 
Works perfectly for a more vanilla-like bandit playthrough. Personally I would have even left out the various "other" looters and just went with a looter upgrade and the ability to recruit regular bandit troops from gang leaders.But that's preference - I do like it.

So yeah, it works perfectly for other playthroughs to disable the mod while loading those, and enable it again for your bandit playthrough. Not Taleworld's fault either, that happens when you run mods like this in any game.
BCMINISOOP  [author] 26 Mar @ 4:54pm 
@Snowieken - Thank you for your comments; I hope this mod meets your needs!
Snowieken 25 Mar @ 3:43am 
MrBoobieBuyer, the note is added to the description now as BCMINISOOP said, but in order to jump to their defense and at the same time warn you about the use of other mods... I'd like to say that with a mod like this - adding new units and altering troop trees from existing ones - it should be very obvious that it breaks when you remove it mid-save.

That being said, if you want to play a new game or any existing save without this mod, just disable it in the launcher. As long as you don't load the modded save without the mod, you should be fine. If you want to return to your modded game, just re-enable the mod and you can load it without issue. Make sure you don't load the modded save with the mod disabled, because that will break it.
Snowieken 25 Mar @ 2:31am 
I'm about to start a playthrough with this, I'm curious how it turns out. Fourberie is a great mod but adds way too much other stuff, and I was planning a bandit playthrough much more vanilla style.

There are other mods connecting Looters to the bandit upgrade path, but I don't like those. Being able to just recruit looters and then upgrade them as you see fit, is a bit cheesy. This looks way more interesting.

I especially like being able to recruit bandit troops from gang leaders in towns, as it never made sense to me how gang leaders offer professional troops for hire. Looking forward to this!
maendug 24 Mar @ 2:27pm 
my type of mod!
BCMINISOOP  [author] 24 Mar @ 6:11am 
@MrBoobieBuyer - I apologise for your save. I have added that detail to the description.
MrBoobieBuyer 22 Mar @ 4:50pm 
You should really add a note to the description that removing this mod during a playthrough will brick your save. I'm resisting the urge to leave a bad review or say something nasty, because that is a normal thing that can happen and its more TaleWorld's fault than anyone else's, but even so it bears mentioning.
BCMINISOOP  [author] 20 Mar @ 5:34pm 
@Bill - Haha I was also defeated by the 1000 character limit on my previous post.

As for trees ending in national troops, I don't know if you're aware but all bandit trees do end in the Bandit Boss units, either those which already exist in the game and appear at the end when attacking hideouts, or new ones I created. Therefore you can always upgrade the bandits into tier 5 bandit units. Converting them into the faction units is an optional alternative to that, meaning you are not forced upgrade to non-bandit troops. So it's perfectly viable and not necessarily disadvantageous to use bandit units only. This mod enables the player to lead a tier 5 bandit party which would not be possible in the base game, which I think is an improvement even from a roleplaying perspective.

I hope this helps
Bill 20 Mar @ 4:24pm 
As ever I am not trying to be negative towards you or the mod, and I actually think that it's fantastic that you've released a mod you created for your own usage for public consumption on the basis that others may enjoy it. Perhaps as an alternative to further working on the mod yourself you could an addendum to the description stating that any modders wishing to use it as the basis for their own mods have your permission to do so as long as they give full accreditation to you for it's basis in their description?

Idk that last one was just a fast and loose idea based on my own experience in modding (admittedly I've been out of the game a very long time) that it's often a lot easier to take someone else's work as a starting point for your own.

sorry for the multiple posts, 1000 limit had me beaten lol.

All the best! Bill
Bill 20 Mar @ 4:24pm 
It's more so that it makes them ultimately redundant to have them end with national troops in general, not necessarily the tier but you do make a very fair point regarding tier six, one I hadn't considered. There was a similar themed mod for M&B: WB that I used to make use of that had the end points of each as a unique troop type that fulfilled a similar niche/role on the battlefield to the comparative troop type they were based upon.

I am looking at this from more of a roleplaying perspective than one of straight number crunching (which is to say that element didn't take up nearly as much of my thinking) one and I guess what I am ultimately trying to say that investing the time and effort to level up a primarily bandit based army only for the end result to be the same types of troops that I could have gotten through "normal" progression rather than a unique set of troops that'd fit in with the motif of being a outlaw army would sour the punch a little for me.
BCMINISOOP  [author] 20 Mar @ 5:07am 
@Bill - Thanks for your comment. If I understand correctly, your issues are that bandits can upgrade into non-bandit troops, and by 'unique higher tier bandit troops' do you mean tier 6 upgrades?

I am not going to prevent players from upgrading bandits to regular troops. Players will end up with bandit troops in their party e.g. by recruiting prisoners from defeated parties, but may not necessarily want to have bandit troops in their party so they can convert these troops if they wish requiring the 'veteran's respect' perk

I would not have bandit troops upgrade to tier 6, as this would make regular troops from the various cultures reduntant as it would always be more effective to use bandit troops instead. Therefore the only tier 6 bandit is the upgraded quest specific unit, mounted ransacker

I don't plan to make major changes to the mod as I only created this mod for myself

Thanks again for your comment, and if there is something I am not understanding, please let me know
Bill 18 Mar @ 3:55pm 
Love the concept but it seems a bit redundant to have the majority of trees end up with XYZ nation's troops as opposed to unique higher tier bandit troops. Fair enough if the current setup is a placeholder for future plans, but as it stands currently for me it's an excellent idea but the execution leaves a lot to be desired.

And just to make it clear I'm not trying to be disparaging or negative towards the mod itself or it's creator, just voicing my opinion on the mod as it stands and what I would personally desire from a mod implementing this concept.
Human72 23 Feb @ 3:11pm 
arighty then on that front.
BCMINISOOP  [author] 23 Feb @ 1:09pm 
@Human72 - If using multiple mods affecting bandit troop trees, the mod latest in the load order will essentially take priority. However, this doesn't mean your game will crash if you don't only load one of these mods. You may be able to get partial functionality from all mods depending on the extent of the changes in each mod and the load order you choose.

I hope this helps
Human72 23 Feb @ 10:14am 
alrighty then i know there are other mods that give better bandits as well i may have to turn those off etc.
EB 20 Feb @ 5:09am 
@BCMINISOOP - Thank you so much!
BCMINISOOP  [author] 20 Feb @ 3:47am 
@EB - This mod should be compatible with most mods if they do not affect any bandit troop trees or gang leaders in towns. Otherwise, the mod loaded last will have their changes override any conflicting changes, but that shouldn't cause any crashes or game-breaking bugs (generally).
EB 20 Feb @ 3:31am 
Is there a mod compatibility list?
BCMINISOOP  [author] 19 Feb @ 3:40pm 
@1iamch1ck3n - Are you sure that your issue is caused by this mod? It is only a simple xml mod, so there are no running C# scripts, it shouldn't cause issues like that. And of course, I don't see the same issues on my own system
1iamch1ck3n 19 Feb @ 2:31pm 
super laggy and crashes so much barely can move on the map before my game crashes.
PsYcHoJaX 17 Feb @ 6:06am 
best mod ever
BCMINISOOP  [author] 16 Feb @ 3:19pm 
@Nickimite - Unfortunately, you will not see gang leaders offering looters in existing saves, as these properties are initialised when you start a new game
Nickimite 16 Feb @ 2:54pm 
Does this work for games already in progress? I continued a save and I'm not seeing any looters in settlements or towns.