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
Updated
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There is an outdated mod here that I had once used, which also expanded the range of crafting sizes.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.
33 Comments
Eadmond 14 Aug @ 12:44am 
Never mind, I find it only happens to me if I use the largest executionier axe.
Eadmond 13 Aug @ 7:52pm 
It seems this mod would mess with weapon level. My newly crasted weapon is now lv 3, which should be lv 6
Eadmond 13 Aug @ 6:29pm 
sounds like my mod.
Verily 12 Aug @ 3:07am 
yeah i've frozen the game several times now due to what i'm assuming are math overflows internally lmao. it's gotten into the negative billions for handling haha.
riinagaja  [author] 12 Aug @ 2:24am 
Yes, the original physics calculations are somewhat naive and incomplete, which I assume is why big swords were not introduced in the first place. They produce artefacts. Also, the slider will be imprecise if negative and positive maximum don't balance out. These 2 together made it so I had to decide to clip it at 50, even though I would have liked to go to +100 on the positive side to enable all blade types become Twohander-ready. (needs 160 in total)
Can't do that without things breaking though. It would need a real physics patch that would end up changing too much of the vanilla experience for me.
Verily 12 Aug @ 1:38am 
addendum: don't do that. i got the basic sword parts to deal 2147 swing damage despite the blade being inverted backwards at -150 length
Verily 12 Aug @ 1:36am 
if you go into the files and edit
Modules\RiiMountainBladeItsSwordOfLong\GUI\Prefabs\Crafting\CraftingPieceGrid.xml
and change the MaxValueInt and MinValueInt in line 115 you can make this mod scale to absurd numbers. I set it to 150 to -150 instead of 50 to -50 and -150 makes the blade point out the pommel instead so i recommend keeping it to maybe -90 at the max but the positive ones are so funny (if you can even swing them without bonking half the map)
[MB]Cassidy™. 1 Aug @ 3:32am 
DUNMAHGLASS!!!
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.