Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Mountain Blade - It's Sword of Long
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.
riinagaja  [author] 7 May @ 7:35am 
@Richard Ramirez: I could look into it, but it would take a while until I am free to do so. Since it is not a simple fix but a physics question, I would need to re-study what the game does and develop the patch in the least intrusive way possible, which takes time.
If I remember correctly, the game has some physics terms that counter-balance damage increase from weight via a "top-heavy" judgement term. Swords which get longer tend to become gradually more top heavy, which maybe they saw a good exploit to introduce damage falloff, not sure. However, this of course also and even more strongly work with actually top heavy weapons like axes and hammers, where it quickly becomes the deathknell of any large weapon. (that is a vanilla physics bug/design flaw though)
Richard Ramirez 7 May @ 5:15am 
riinagaja I've only found 1 bug with longer one handed maces so far. At least with tier 5 maces when I increase the length of the head then the damage starts dropping to about half/ You say you've added a fix for one handed blades but could you add a fix for one handed maces?

I want a 90 cm mace without having to have almost half the damage of a shorter one.
Richard Ramirez 7 May @ 1:58am 
Max size two-handed weapons are ridiculous because then they can become taller than some of the characters and phase through the ground but I guess something between 120-140 cm long like a historical two-handed sword will look normal I guess. Good mod.
Baron Bjorgus 20 Apr @ 12:24pm 
this mod is everything i've ever wanted from this game.
thank you sir for bringing to life my Bannerlord dream.
riinagaja  [author] 30 Mar @ 7:21am 
@Masterofdarnes04: That is very odd. No one has had that problem so far, so it might be something on your side. Perhaps you are missing one of the two requirement mods? Though I think it would download and show the mod even if you hadn't.
Masterofdarknes04 28 Mar @ 12:36pm 
I cant find the mod in my mod list ad game Start
ChumpRumpkis 22 Mar @ 12:44pm 
oh ok
riinagaja  [author] 22 Mar @ 11:19am 
@ChumpRumpkis: No, sorry. That would require a complete revamp of the scaling system and the game's physics calculation, since it actually determines weight and balance of the blade, but doesn't consider any wideness.
A much easier way to get this would be to introduce wider sized blades as new components. So it is more of modeling job.
ChumpRumpkis 22 Mar @ 9:32am 
to make an actual dragonslayer
ChumpRumpkis 22 Mar @ 9:32am 
anyway to make it wider?
riinagaja  [author] 17 Mar @ 12:22am 
@Aldran: Yepp, another weakness in the vanilla physics simulation. The throwing energy should depend on the thrower's muscle power, not the weight of the javelin. However, they go with a simple E = m*v², and since terminal throwing velocity is constant (not exactly wrong, but simplefied), javelins just linearly scale with m, which increases with length.
In result, I made some "Godsbane Lances" in my time. ;) Don't abuse it. With great lances comes great responsibility.
Aldran 16 Mar @ 11:07pm 
throwing lance
riinagaja  [author] 16 Mar @ 1:32am 
@Italian Republic: The scale slider works for all components, so yes.
the pope 15 Mar @ 1:30pm 
can i use this for big axe
Bootythief Rorik 14 Mar @ 1:43pm 
bad sword mod, that thing was too big to be called a sword. Too big, too thick, too heavy, and too rough, it was more like a large hunk of iron. But overall solid mod