Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

WindsOfMagic.BasicSpells
65 Comments
RIPWolfOverlord 15 Feb @ 10:26am 
i can't cast spells because my mana is too low but i can't make it higher
Stawa  [author] 6 Feb @ 2:58am 
@ZoraergazU yeah, i marked summoning by npc as experimental feature because the way that bannerlord api is written makes it really hard to implement and every info that would let me easily solve crashes is hidden behind private attributes with no getters (i cannot even read it to make decisions for my mod)
Stawa  [author] 6 Feb @ 2:56am 
@momoco no idea, will check this weekend when i will be starting work on an update
momoco 2 Feb @ 2:11am 
when i press the O key why does it display testtesttest
ZoraergazU 14 Jan @ 11:03am 
yeah, i allowed my homies to summon the meatwall
Stawa  [author] 14 Jan @ 9:25am 
@ZoraergazU was it npc casted or casted by you? i thought i was able to patch it in case of player casts but lets just say that this game does not support spawning troops mid battle (adding reinforcements would work without issues but its not how the summonning should work)
ZoraergazU 13 Jan @ 1:01pm 
hey uhhh
meatwall crashed the game hard. just letting you know
Dwight Edrada Diaries 15 Sep, 2024 @ 10:19pm 
can I use this with arcane magisterium?
Воха 9 Sep, 2024 @ 9:44pm 
@Stawa I really hope that you will learn magical protection.
Stawa  [author] 9 Sep, 2024 @ 1:27pm 
@Воха yeah i want to add some protective domes later against magic and/or missiles but tower protection would be too much of a hassle as it would require editing scenes and i dont even know how to do that.
Воха 9 Sep, 2024 @ 7:58am 
I would like to see measures of protection against magical environments on such protective domes, special units that hold this shield, accessories, tower protection on castles, etc.... otherwise it’s a shame that in the first 20 seconds the headphones are afraid that the army is destroying each other , and the assads end when they all don’t begin. enemy, you wear headphones without even addressing them
Stawa  [author] 14 Jul, 2024 @ 1:30am 
@SonGohan you need to have installed and enabled https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2912991581 framework mod. then in every town you can find magic academy where you can learn spells and in battle you can use "o" (or any other key you configured in mcm) to open a spellbook and q (or other key ) to cast selected spell.
SonGohan 13 Jul, 2024 @ 6:15pm 
I did not figure out how to use this mod, how to learn spells. Can someone help me what to look for in towns?
Stawa  [author] 14 Jun, 2024 @ 1:45pm 
for some reason steam did not show me notifications for this thread even tho i have it ticked in a box above.
@RheaRhe please check documentation in the description of framework mod (WindsOfMagic), you can add option to spawn additional missiles for every projectile in the game by adding definition in WeaponEffects.xml
RheaRhe 10 Jun, 2024 @ 7:35am 
anyone figure out how to make magic arrows? I was trying to make a scattershot spell for bow and crossbow but it either straight ctd's or gives me an error when i use it saying instance object not set to instance
IHateTheIRS 14 May, 2024 @ 2:06pm 
Well, the damage is based off of throwing skill, so if you dont have good throwing skill... ya done.
RheaRhe 8 May, 2024 @ 4:06pm 
what does fireball and bombard do? I've used them a few times but it does like 2 damage to looters and I assumed it was a DOT spell but even after running around and lobbing it at them a bunch it still took like 5+ minutes for them to die
Kellendir 5 May, 2024 @ 4:31pm 
I am having an interesting issue where, when i summon a new spell, an instance of the old spell is dropped onto the ground. I only noticed this when i began making custom spells and used a mesh with shimmering texture. Now, as a battle goes on, i become blinded by orbs littering the ground lol.
Stawa  [author] 2 May, 2024 @ 10:09am 
@Fedup New version of framework is live since yesterday and spellpacks are independent from each other. New spells will be released as separate module but i advise to only use one of them at the time because if two mods add a spell with same name only one will be used.
Fedup 2 May, 2024 @ 9:41am 
Good to know. Will this be save-compatible?
Stawa  [author] 1 May, 2024 @ 12:27pm 
@Fedup sry i was on vacation for past two weeks and forgot to answer. Updated mod description to include all spells this mod adds. New spellpack with fancy spells that actually look like spells and utilizing new features like weapon and armor effects is on its way :)
Fedup 21 Apr, 2024 @ 1:34pm 
What spells are currently in this?
Stawa  [author] 21 Apr, 2024 @ 9:50am 
@zackarynash hi, you should only have 2 wind of magic modules this one and one of the versions of main, old if you intend to play on pre 1.29 and normal for v 1.29. you can set which button opens spellbook in new version or cycles through your spells in old version in MCM menu
zackarynash 21 Apr, 2024 @ 8:57am 
hey I know this isn't commented on very often, but I have all three of the winds of magic downloaded, found how to add spells and see which keys to cycle through and casts spells but when I use the key to cycle through spells it just opens a radial menu with 1,2,3,4 and back. It will not select spells from there and it will not let me cast anything subsequently. Can any one tell me what I am doing wrong? TYIA
Fedup 15 Feb, 2024 @ 11:48am 
This works for 1.2.9.
Stawa  [author] 20 Dec, 2023 @ 11:05am 
@kelmen not yet. MCM is a hard dependency and it wasnt updated yet. If mcm isnt updated till saturday i wikll probably try to make it a soft dependency and release a version compatibile with current game.
kelmen 19 Dec, 2023 @ 1:42pm 
Does It works on 1.2.7?
Stawa  [author] 11 Dec, 2023 @ 4:25am 
@Mr. Pro Laps thx for the report. ill look into this. i dont oplay bannerlord currently but im still developing the mod thats why QA part isnt as it should be and some weird bugs can happen ;/
Mr. Pro Laps 10 Dec, 2023 @ 6:24pm 
what im gonna tell you next is based on my own experimenting in game, i havent read or tried to interpret the crash reports.

when using any summon or the greater fireball spell in any siege battle, without fail, my game crashes after i click "leave" when the battle ends. I had one or two instances of instantly crashing when using one of those. i tried doing a siege without your mods, no others changed, and my siege went smoothly all the way to open world. I then re-installed and did another siege but only used the "haste" spell and i did not have any problems. for reference- my settings had "player only" for allowed spellcasters. i have yet to do any further testing and im sorry if im posting this in the wrong place but i figured if youre still working on this mod you may want the feedback. thanks if you read this far <3 i love the mod its a staple
Stawa  [author] 8 Dec, 2023 @ 12:51pm 
@(TsD) Cube it has a short range and they must be dead for no longer than ~2 minutes. after that time bannerlord removes dead guys from the list and i cannot access their info (yet)
Cube 7 Dec, 2023 @ 11:47pm 
when i use the raise the dead spell nothing happends and it just says no fresh boddies.
am i doing something wrong?
Stawa  [author] 15 Sep, 2023 @ 5:22am 
@Samurai Jack separate skill is basicaly my idea with mutualy exclusive perks for light/dark fire/water etc
Prime Strategus (Samurai Jack) 14 Sep, 2023 @ 10:51am 
Great idea, finally standalone magic mod!

It would be awesome to have separate skill for magic like in The Old Realm and not as weapons.
Stawa  [author] 14 Sep, 2023 @ 1:03am 
@Sel Und Irae thats because i'm not a graphic dessigner so im using bannerlord assets. more spells will be there rn im working on buffs/debuffs but meteors are definitively on my to do list.
Sel Und Irae 13 Sep, 2023 @ 11:16pm 
Really cool mod, Not sure why Arcane Missle is a green orb it looks really out of place.

I hope you add more spells in the future, Maybe an delayed explosive? Teleportation? Meteor Rain? (Spawn catapult projectiles above area where spell is thrown.
HellBreaker 3 Sep, 2023 @ 2:49pm 
pictures please
GrundleTaint 31 Aug, 2023 @ 10:43am 
thanks for the cool mod!
Stawa  [author] 2 Aug, 2023 @ 3:01am 
@ Khorne Flakes i believe i will add it soon
Khorne Flakes 1 Aug, 2023 @ 11:18pm 
Do you think it's possible to summon units with something like this, or do you think that's beyond the capabilities of Bannerlord modding?
Stawa  [author] 17 Mar, 2023 @ 3:07am 
@Jumbuck great to hear that! You can always share your spellspack with the community :)
Jumbuck 16 Mar, 2023 @ 11:12pm 
Hey just wanted to say great mod. I've started editing some of the spells and I'm having a ton of fun with it.
The Beast 15 Mar, 2023 @ 7:29am 
i see that this is a good mod but i dont know how to cast spells
Stawa  [author] 1 Mar, 2023 @ 1:15pm 
also if you create some new spells and decide to share with the community and would like me to pin it to main mod page or even add your spells to mod images just let me know :)
Stawa  [author] 1 Mar, 2023 @ 1:08pm 
there should be a readme inside of this mod how to do that. you can just copy this mod and use it as a base, as it has spells and items xml's in proper paths for main mod toread them. unfortunately it does not include how to add your own meshes to game as i dont know how to do that yet(im using assets already available in bannerlord, there should be some guides how to do that on the forums). I ll try to find some time to create guide with images to make it easier soon but currently i have some personal stuff going on so untill then just ping me if you need some help
floppernopper 1 Mar, 2023 @ 10:25am 
Any guide on how we can add configs for our own spells to steam workshop?
SomeRandomGuyDownTheStreet 1 Mar, 2023 @ 5:04am 
I see! Thanks for making the mod, and I look forward to the future of it.
Stawa  [author] 1 Mar, 2023 @ 4:58am 
I didn't want my spells to be to op so not to change everybattle into spam spells and win regardless of enemy strength. I want to add more spells and more spell types after im done with ai casting. im not a grapic designer and i will have to learn how to create meshes to do so tho. For now you can easily modify spells by editing xml files of this mod. Probably i will release a silly/op spells pack next week to keep you entertained while waiting for next versions of main mod.
SomeRandomGuyDownTheStreet 1 Mar, 2023 @ 4:36am 
Just curious, after playing with the mod a bit, is there a way to buff the spells? Currently they feel a bit underwhelming and I have no incentive to use the greater fireball over just tearing through with my weapons.
Stawa  [author] 27 Feb, 2023 @ 5:26am 
yes, currently all spells are either heals or thrown i want to add targeted spells after im done with enabling ai to use spells
SomeRandomGuyDownTheStreet 27 Feb, 2023 @ 3:29am 
Does the damage scale with throwing?