Mount & Blade: Warband

Mount & Blade: Warband

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Myll 27 Jan, 2023 @ 1:13pm
The Grunwalder Mod concept for Modders to consider building
Calling all Modders, especially you select Modders who can build game-changing mods.

I'm not a code-writer, but I have ideas/concepts that you may find useful. I have already shown this to @Wulf, but I am also sharing it here in the Steam Forum, to present to the broader Modding community, so here's a concept for you to consider making:

- The Grunwalder mod, a Prequel to the Native/default map for M&B:W.

Let me explain.

Note this screenshot from a pop-up event triggered by Bunduk being in your group, the first time the group approaches Grunwalder Castle with him in the group. Bunduk's prior comments before this pop-up generates (if you allow him to "tell more") are about Grunwalder being a bastion of Freedom, and then this pop-up:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2924454646

Basic Concepts:
- Set the map as if 100 years or more before the default Native map M&B:W game.
- The player/main character joins into the game as if already in a default position to help Grunwalder in his "rebellion" against the elites/nobles trying to put him and Rhodoks under their thumb.
- Gameplay would be in parallel to accepting the quest line to help a "Claimant" take the throne, except Grunwalder would be a new (and only) Claimant available on the new map.
- Tweak the game's inventory of weapons and armor to make them lesser tier, lowered stats, as if older tech, less capable than default game (also makes the mod have a more challenging potential if weapons and armor are nerfed). But keep the variety still high, so you have lots of options in gear yet just not as capable in stats.
- Reduce villages and towns on the map, perhaps change the map to isolate only the region around Grunwalder Castle (could be a nice niche "Skirmish" game that goes quicker, would be an option). This is a thematic/logic-flow thing, that in a prior era there would be fewer people, fewer towns and villages.
- At some point a major battle with player-character helping Grunwald results in "death" of Grunwald and removal of his character from the map (to stay in line with Bunduk's storyline as shown in the screenshot), with the main player-character then taking the mantle to continue the rebellion as Grunwald's successor to continue the fight to completion.
- And then use some Artistic License to generate other changes of "what could be" if you think in time, of a prior era before the current M&B:W era, spice it up as a more ancient time, perhaps.

I'm also hopeful that Players will comment here on how interested they would be in such a mod, to add into the portfolio of Mods available for M&B:W. I don't think we have any true "Prequel" mods for M&B:W and this could be just the theme that proves a good one to build for such. Steam Gamers, would you play this Mod if it existed?
Last edited by Myll; 27 Jan, 2023 @ 1:26pm
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Showing 1-4 of 4 comments
Myll 27 Jan, 2023 @ 1:37pm 
Spoiler Alert for future Players but any potential Modder should take this into account:
Use Bunduk's follow-on pop-up for Grunwalder to set the stage/theme for the region, but also to hold an Easter Egg potential. Note Bunduk's comments about Jelkala being known for the better crossbows.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2924468149

So the Easter Egg could go like this, that at some point in the conceptual Grunwalder Mod, the player-character either has a chance to randomly "find" a BFG Crossbow in Jelkala, or perhaps there is a timer and/or event-based quest triggered that upon completion, results in gaining a BFG Crossbow. And what I mean by that, is in the face of nerfed gear for a prior era, this would be a Crossbow perhaps beyond Siege Crossbow's normal stats in current M&B:W game, so the player gets a chance to have serious firepower, perhaps forcibly off a horse so you're a line-troop only to wield it effectively as a balancing act/trade off for a BFG level weapon in this game.
Last edited by Myll; 27 Jan, 2023 @ 1:38pm
dejvid221h 1 Feb, 2023 @ 6:19am 
People learn how to mod because they have their own ideas and want to implement them. If you want this, why learn how to be a code-writer?
Myll 1 Feb, 2023 @ 9:27am 
Originally posted by dejvid221h:
People learn how to mod because they have their own ideas and want to implement them. If you want this, why learn how to be a code-writer?
There are actually two separate lanes in Game Development at the conceptual stage, one is "Game Design" that is typically headed up by the Project Manager/Director (essentially, the person in charge of the entire team of coders, however large or small that turns out to be depending on the project), and then you have Developers, i.e. code-writers.

In the modding community, which is really free labor "on the cheap" for game companies who open up their games for such, the Modder is a sort-of Game Design and Game Dev all in one, but not always. There are plenty of code-writers who simply may need a spark of design or theme to run with, and are more suited to simply code out the idea laid out for them. I basically offered up a Game Design level concept here, macro level, but am not going to Develop/code it in (and not going to learn to code in modern languages).

Don't underestimate the need for Modders to have concepts thrown their way, however - because there are often themes that have resonance and with a push, could become something great. This game, M&B:W, is a really good "foundation" for something that could be much more. Sadly, Bannerlord did not build on the "spirit of..." this game, but instead took a turn toward focusing solely on big fielded battles and sieges, and "lost its soul" in terms of the underlying community - the villages and improving them and doing meaningful quests for them, etc. Bannerlord seems an empty shell and mostly a "Skirmish simulator" in contrast to this game, albeit with greatly improved graphics/sheen.

So I'm an "ideas guy" and not a coder, and as such - have plenty more ideas/concepts, and even if only 10% ever get built, that's 100% more than what I will code myself.
dejvid221h 2 Feb, 2023 @ 4:05am 
Yes, but coders are willing to implement the Designers ideas because the get paid in cash. The reason people become coders for mods is that their payment is that they get to see their ideas implemented. So I repeat, if you want to see your ideas implemented then take the time to learn how to code. While it is not impossible that someone will take up your idea, I reckon the chances are low because coders will have their own ideas and limited time.
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