Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Better Bandit Troop Trees
69 Comments
BCMINISOOP  [author] 21 Oct @ 9:25am 
@yangchef - That's strange, I haven't had this issue myself so I can't confirm that this is this mod. But yes once a save uses this mod the save cannot be continued without it as the mod introduces new units
yangchef 17 Oct @ 8:45am 
When I walk through the main quest to Arzagos' Conspiracy, he asked me to deal with three bandit troops. Attacking one of them will make the game crash. I tried not to load this mod and the game crashed just after I load the saved game.
BCMINISOOP  [author] 9 Oct @ 8:49am 
@Nosigi - The game crashes in v1.3 beta because gang leaders in towns do not have the same culture as the settlement? The mod is made for v1.2 so I am not aware about this issue, but I will bear this in mind when 1.3 fully releases
Nosigi 9 Oct @ 8:31am 
changing gang leaders culture occur crash on start. beta
BCMINISOOP  [author] 8 Oct @ 1:57pm 
@Shumd@an - I did put out an update to this mod today because I felt some things could be improved. Although most things remain the same, I might hope it could be more to your liking now, with a replaced looter upgrade tree. If not, I can only say sorry, but it is largely the way I wanted it to be at this point.
Shumd@n 8 Oct @ 12:24pm 
Если ты отыгрываешь свое РП за короля бандитов как за Fourberie,а не хочешь управлять голодранцами которые выглядит убога.Балансить нужно мод между навыками и вооружением.
Shumd@n 8 Oct @ 12:24pm 
BCMINISOOP леснаые бандиты должны быть как минимум копии фианов,а имперские лутеры арбалетчики должны бегать с щитами а не с металками))).Если уже автор оталкиваешься от культуры.Имперцев должны быть разные войска между арбалетам и луками.Да и бандиты не бегают вообще с арбалетам в оригинале.Это сделано с точки логики что арбалеты стоили дороже луков всегда.Если брать навыки они ближе должны быть к основным тип войском.
BCMINISOOP  [author] 7 Oct @ 1:02pm 
@Shumd@an - If I am reading your comments correctly, 1. Yes, upgrading these troops will improve the Roguery skill, and 2. You believe some units are too weak, with special mention of Raider Marksman units? There is probably room for improvement here, to be honest. I did try to maximise the number of types of units across the bandit cultures, and the looter units I did later in my development time, but maybe I didn't give them enough thought. I think overall most things are done fairly well, though
Shumd@n 7 Oct @ 12:31pm 
За чем мародерам арбалеты и метальное оружие?Может я что-то не понимаю?)))))Слабый юнит.В новых юнита как например у главарей вообще слабая комплектация!?В моем понимании юнит должен становиться сильнее во всем,а не только в навыках.Не которые юниты бандитов даже стиль одежды не подходит им!!!За чем велосипед придумывать когда можно было сделать из грабителей хотя бы разные тир войска сделать разных культур.Лесной главарь разбойников просто шутка какая))))
Shumd@n 7 Oct @ 10:45am 
Если нанимать данный тип войск.Будет улучшаться мошеничество(перк бандита)?
BCMINISOOP  [author] 23 Sep @ 8:25am 
@Abseph - I believe this mod is compatible with the Adjustable Bandits mod, if that mod is placed below this one in load order. Mods which directly edit party templates will not be compatible, as this mod edits party templates, so roaming parties would not contain any of the new troops introduced by this mod.
Abseph 21 Sep @ 11:18am 
is this mod compatible with mods that adjust bandit party and bandit hideout size
Dociland 3 Sep @ 1:48pm 
i will try again with new load order as you suggested and comment after few days thanks for the mod its awesome :)
BCMINISOOP  [author] 2 Sep @ 6:05pm 
@Dociland - You could try a different load order. To prevent Better Bandit Troop Trees from interfering with the functionality of other mods, I would recommend placing it just below the official TaleWorlds Modules, but above your other mods with a small risk of losing some of the features of this mod depending on what your other mods are. I hope this could be a solution for you
BCMINISOOP  [author] 2 Sep @ 5:54pm 
@Dociland - This mod does lightly alter bandit party templates but should not add gang leaders, so I don't know why this is happening for you I'm afraid. It may be some weird clash with one of your mods or maybe it isn't this mod at all, but this mod alone should work fine
Dociland 2 Sep @ 5:36pm 
sadly this mod causes a big bug :( every bandit party spawns with gang leader and i somehow ended up recruiting one of them and when i send my troops to combat game crashes. i was playing the game without any issues before i installed this mod. but just in case my mods are:
Better Time , Detailed Character Creation, Open source weaponry, open source saddlery, open source armory, Fourberie, Xorberax's Legacy, Useful Companions, CC's Banners, Diplomacy, Character Reload, Hideout Plus, Hot Butter, Marry Anyone, Adjustable Leveling, Auto Equip Companions
This mod is very good for fourberie bandit campaign. i saw someone with similar issue on comments
Ajax 29 Aug @ 9:58pm 
Thank you.
BCMINISOOP  [author] 28 Aug @ 7:32am 
@Ajax - Personally, I would place Better Bandit Troop Trees below BetterBandits as if not done this way you will not be able to upgrade the looter to raider
Ajax 28 Aug @ 5:15am 
Which one would you suggest be loaded last?
BCMINISOOP  [author] 28 Aug @ 4:03am 
@Ajax - it shouldn't crash, but the changes of one mod would overwrite the changes of the other, depending on load order. The mod loaded last should maintain full functionality, whereas the former loaded mod will only maintain functionality not also changed by the latter.
Ajax 28 Aug @ 3:51am 
Will it clash with Better bandits?
[Vilu] 7 Aug @ 12:53pm 
Has anyone created a patch or something to add these to party ai controls? Would be awesome to have my clan/kingdom use only these bandits :)
Re-creating these with MyLittleWarband kinda works, but they count as regular troops and increase your leadership so not kinda ideal (and it hasn't been updated in 2 years).
Drunkenslav 2 Aug @ 9:14am 
thank youuuuu :3
BCMINISOOP  [author] 28 Jul @ 9:05am 
@Drunkenslav - Yes, although once the mod is added to a save you cannot continue your save without the mod
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.
Ivan HellDriver 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!