Peasant Revenge is a Mount&Blade II mod what aims to implement peasant revenge after village has been raided. Player and AI heroes, who captured the criminal, can now allow notable peasant to behead the criminal.
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Changelogs
Version v15.1.3.14
Fix: Option where supportive hero pays reparation in place of player. Feature: Added option for player to pay the reparation, when blaming another hero for the crime does not succeed.
Version v15.1.3.13
Patch: Additional null checks (patch for Adventurer mod). Adventurer mod is creating raiding party without leader, so it cannot participate in the peasant's revenge.
Version v15.1.3.9
[DeLiXxN] English dialogues.
Version v15.1.3.8
Support 1.2.9
Version v15.1.3.6
Fix: Rare AI executions. Fix: Notable party disbanding.
Version v15.1.3.5
Added parameters for persuasion configuration: PersuadeNotableToRevengeTraitsForOption0 PersuadeNotableToRevengeTraitsForOption1 PersuadeNotableToRevengeTraitsForOption2 PersuadeNotableNotToRevengeTraitsForOption0 PersuadeNotableNotToRevengeTraitsForOption1 PersuadeNotableNotToRevengeTraitsForOption2 AccuseNotableTraitsForOption0 AccuseNotableTraitsForOption1 AccuseNotableTraitsForOption2 Feature: Notable persuation chance depend on traits, relations, situation too. Fix: Crash notable party attacked after game reload. Fix: Notable party disband after game reload.
Version v15.1.3.4
Fix: Crash at MapEvent. Update after notable party is attacked and mod tries to end the revenge quest and clean quest data. Fix: Crash when Revenger's party has no revenge quest data after saved game load.
Version v15.1.3.3
Fix: Dublicated revenger parties. Fix: Quest data overwrite in case of not ended revenge. Fix: Possible quest state stuck.
Version v15.1.3.2
Feature: The mod will allow notable peasant hero to behead the lord when using Diplomacy mod (v1.2.10.0 and newer). The update will not change already existing PeasantRevengeModCfg.xml values. If you are using Diplomacy mod already, you should delete PeasantRevengeModCfg.xml or change allowLordToKillMessenger and allowPeasantToKillLord to 'true' by yourself. Fix: Revenge happening, after notable peasant is persuaded not to revenge, just after criminal hero capture.
Version v15.1.3.1
v1.2.8 support
Version v15.1.3.0
Version 1.2.7 support
Version v15.1.2.8
Fix: dialog option (Nevermind) for other languages
Version v15.1.2.7
Support for 1.2.7
Version v15.1.2.6
Feature: Changed notable exclude from revenge traits, so now only 60% (was 10%) of the villages will be able to revenge at the begining of the game (see peasantRevengerExcludeTrait) Feature: Player can persuade the notable peasants not to initiate the revenges (AI heroes cannot yet) Feature: Added configuration parameter enableOtherNobleTraitsChangeAfterNobleExecution (default value is true). Feature: Added configuration parameter lordCanTryAsManyTimesToPersuadeTheNotable. If this value is false, traits of other notables will not change due another notable peasant execution in the same village. Feature: Added configuration parameter lordTraitChangeWhenLordPersuedeNotableNotToRevenge Added configuration parameter lordTraitChangeWhenLordPersuedeNotableToRevenge Purpose of the persuasion will influence your hero traits accordingly. Feature: Moved mod notable configuration and persuation starting point to "Do you deal with criminals in this village?" Feature: Added dialogue option to return from revenger peasant persuasion options. Feature: Added configuration parameter peasantRevengePartyWaitLordDistance. Notable peasant's party will wait for player to initiate dialogue at this distance. Feature: Added configuration parameter notableWillAcceptTheBribe. Notable accept bribe with certain traits and relations with hero.
Version v15.1.2.5
Feature: v1.2.5 support
Version v15.1.1.5
Fix: Null exception, when prisoner is released and party is null.
Version v15.1.1.4
Fix: Not safe quest state setting. And crashes related to it. Fix: Key not found exception, when revenger party is already removed. Fix: Null exception, when all notables have left the village to for the revenge. If village has one notable, he will not initiate the revenge from now. Feature: Added configuration parameter peasantRevengePartyWaitLordDistance. Notable peasant's party will wait for player to initiate dialogue at this distance. Feature: Added dialogue option to return from revenger peasant persuasion options into main hero options. Feature: Added dialogue option to delay interaction with revenger.
Version v15.1.1.3
Fix: Notable dialogue strings Fix: Crash after selecting Polish language Feature: Do not removing notable party after notable execution
Version v15.1.1.2
Fix: Notable dialogue string for translations
Version v15.1.1.1
Feature: For version v1.2.4 Fix: Rare crash fix, when victim prisoner is not found in the mobile party Fix: incorrect trait selection, when player is dealing with remains (was using lordTraitChangeWhenRansomRemainsDeclined only) Fix: possible rare crash, when heroes party is null Fix: possible rare crash, when revenge data collection is updated in events Feature: Dialogues, when player encounter revenger party, before and after revenger met the hero, who has the criminal as a prisoner. Iintimidation dialogs are enabled if player's party strength is higher than revenger's party (see configuration variable peasantRevengerIntimidationPowerScale) Player traits will change according to lordTraitChangeWhenLordExecuteRevengerAfterOrBeforeQuest, when notable is executed. Feature: added peasantRevengePartyTalkToLordDistance so you can change distance from where notable will start talking to hero. Fix: Crash after notable execution and party removal
Version v15.1.0.4
Fix: Rare crash fix, when victim prisoner is not found in the mobile party
Version v15.1.0.2
Fix: Crash when value of file_name is wrong. Fix: DependedModules versions
Version v15.1.0.1
Fix: Cannot load dll for v1.2.0; Fix: heroes will always get relation penalty if they refuse peasant revenge, because of relations between criminal and hero. Feature: changed relationChangeWhenLordRefusedToSupportPeasantRevenge to -1
Version v15.0.3.4
- Changed notable exclude from revenge traits, so now only 60% (was 10%) of the villages will be able to revenge at the begining of the game (see peasantRevengerExcludeTrait) - Player can persuade the notable peasants not to initiate the revenges (AI heroes cannot yet) - Added configuration parameter enableOtherNobleTraitsChangeAfterNobleExecution (default value is true). - Added configuration parameter lordCanTryAsManyTimesToPersuadeTheNotable.If this value is false, traits of other notables will not change due another notable peasant execution in the same village. - Added configuration parameter lordTraitChangeWhenLordPersuedeNotableNotToRevenge - Added configuration parameter lordTraitChangeWhenLordPersuedeNotableToRevengePurpose of the persuasion will influence your hero traits accordingly. - Moved mod notable configuration and persuation starting point to 'Do you deal with criminals in this village?' - Added dialogue option to return from revenger peasant persuasion options. - Added configuration parameter peasantRevengePartyWaitLordDistance. Notable peasant's party will wait for player to initiate dialogue at this distance. - Added configuration parameter notableWillAcceptTheBribe. Notable accept bribe with certain traits and relations with hero. Fix: dialog option 'Nevermind' for other languages Fix: Crash at MapEvent. Update after notable party is attacked and mod tries to end the revenge quest and clean quest data. Fix: Crash when Revenger's party has no revenge quest data after saved game load.
Version v15.0.1.8
Fix: dialog option (Nevermind) for other languages
Version v15.0.1.5
Fix: Null exception, when prisoner is released and party is null
Version v15.0.1.3
Fix: Notable dialogue strings Fix: Crash after selecting Polish language Feature: Do not removing notable party after notable execution
Version v15.0.1.0
Fix: incorrect trait selection, when player is dealing with remains (was using lordTraitChangeWhenRansomRemainsDeclined only) Fix: possible rare crash, when heroes party is null Fix: possible rare crash, when revenge data collection is updated in events Feature: Dialogues, when player encounter revenger party, before and after revenger met the hero, who has the criminal as a prisoner. Iintimidation dialogs are enabled if player's party strength is higher than revenger's party (see configuration variable peasantRevengerIntimidationPowerScale) Player traits will change according to lordTraitChangeWhenLordExecuteRevengerAfterOrBeforeQuest, when notable is executed. Feature: added peasantRevengePartyTalkToLordDistance so you can change distance from where notable will start talking to hero.
Version v15.0.0.5
version 1.1.6
Version v15.0.0.4
Fix: Rare crash fix, when victim prisoner is not found in the mobile party
Version v15.0.0.3
Feature: Depending on AI hero traits and relations, AI will decide, if blamed hero or/and criminal will be executed, or will not allow the execution due to disagreements); Feature: Player can do not allow the execution due to disagreements (criminal and blamed hero are not executed) Feature: Execution are performed by party leader (who captured the prisoner), if allowPeasantToKillLord is false (i.e. when using Diplomacy mod). Feature: Executions are be at the end of the dialogs. Feature: When canceling the barter, will return to player options. Fix: When player can attack notable peasant party Fix: When Notable is following player until timeout, when revenge should have ended. Fix: When Ai decides not to kill player.
Version v15.0.0.2
Fix: Crash when value of file_name is wrong. Fix: DependedModules versions
Version v15.0.0.1
Feature: Hero can ransom criminal's remains.
Version v15.0.0.0
Fix: heroes will always get relation penalty if they refuse peasant revenge, because of relations between criminal and hero. Feature: changed relationChangeWhenLordRefusedToSupportPeasantRevenge to -1
Version 15.1.3.12
Feature: v1.2.11 support. Fix: Case where player pays reparation without dialogue, when prisoner is player and has money.
Version 15.1.3.11
Fix: crash after decision to kill the notable peasant while visiting the village.
Version 15.1.3.10
support for game version 1.2.10
Peasant Revenge Peasant Revenge is a Mount&Blade II mod what aims to implement peasant revenge after village has been raided. Player and AI heroes, who captured the criminal, can now allow notable peasant to behead the criminal. Contributors DeLiXxN English translations (EN) Features Dialogues for notable peasants and AI lords: - Dialogues for notable peasant when AI or player has captured the criminal hero.
If player captured the criminal, the dialogue options are:
criminal will die (the criminal will be executed);
criminal will pay the reparation;
ignore peasant demands;
ask the criminal about the village raid. The criminal will blame other prisoner for the crime. More options will be available:
agree with the criminal (the blamed hero will be executed);
disagree with the criminal (the criminal will be executed);
execute both (the blamed hero and the criminal);
do not allow the execution due to disagreements (criminal and blamed hero are not executed)
When player is captured as a criminal, the dialogue options are:
asking the hero, what if he will not pay the reparation (depending on AI hero traits and relations, hero will tell if player will be executed or not);
(not implemented) player try to persuade the hero;
ask other friendly AI for a favor to pay the reparation (the other hero will pay the reparation);
agree to pay the reparation;
do not agree to pay the reparation (depending on AI hero traits and relations, player will be executed or spared);
blame other prisoner for the crime. More options will be available:
confirm the blame (blamed hero will be executed);
Depending on AI hero traits and relations, AI will decide, if blamed hero or/and criminal will be executed, or will not allow the execution due to disagreements);
change the mind (dialogue will return to previous options);
When hero (from player clan or kingdom) caught the criminal, who has been raiding player's clan or kingdom village. Notable peasant dialogue options are:
agree to pay the reparation to notable peasant (the criminal is not executed);
disagree to pay the reparation and demand to spare the criminal (the criminal is not executed);
disagree to pay the reparation (the criminal is executed);
allow to execute both (blamed hero and the criminal);
kill the notable peasant;
(not implemented) hero let the other lord (AI will search other hero, who could save the criminal) to decide criminal's fate.
Hero, who had the criminal hero as a prisoner, may demand "lost ransom". Dialogue options are:
disagree to pay "lost ransom";
agree to pay "lost ransom";
kill the soldier, who asked for "lost ransom";
When player encounter notable party before notable could meet the hero, who has the criminal as a prisoner. Notable peasant dialogue options are:
kill notable peasant (revenge is aborted);
disband notable peasant mobile party (revenge is aborted, notable peasant will go back to his village);
leave notable peasant (notable peasant will continue his revenge);
Dialogue for notable peasant to encourage them to initiate (or not to) the peasant revenge. Notable peasant dialogue options are:
execute the notable peasant (game will replace the notable peasant with a new one);
teach the notable peasant (use player's traits to change notable peasant's traits);
bribe the notable peasant (use money to change notable peasant's traits);
(not implemented) bribing effect should be temporary and depend on traits and relations.
- Dialogues for notable peasant for mod configuration purpose:
Enable or disable notable peasant parties,
Enable or disable "help neutral village" menu option.
- Other dialogues:
(not implemented) Discussion with party hero, who refused to kill criminal.
AI behavior to handle peasant revenge
The peasant revenge can happen after hero committed to raid the village and the hero became a prisoner, and any notable village peasant has correct hero traits.
The notable peasant will initiate dialogue with a mobile party what has the criminal as a prisoner. And will demand criminal's head off or pay the reparation (reparation is scaled to hearts count of the village).
AI may not allow to kill the criminal due to relations or traits.
AI will try to find, who could pay the reparation (the criminal, criminal's clan members, criminal's relatives, friends...).
Heroes can kill notable peasants, when heroes have certain traits and does not want to pay reparation to notable peasant (Player cannot ask for "lost ransom" up to game version 1.1.5).
Mobile party may demand "lost ransom" after the criminal has been killed.
Notables, who have active issue quests, do not participate in peasant revenge.
Mobile parties without leader hero, do not participate in peasant revenge.
(not implemented) AI may try to encourage notable peasant to initiate the peasant revenge, if visited village does not have potential notable peasant and hero traits are appropriate.
Heroes relations and traits due to peasant revenge
Traits
This mod add additional hero traits exp (for player only, because non player heroes do not have trait exp. by game design) default changes during peasant revenge:
-2 Mercy, -5 Honor, -2 Calculating, -1 Valor, when player leave the criminal hero remains.
+2 Mercy, +5 Honor, +2 Calculating, +1 Valor, when player accept to ransom the criminal hero remains.
-2 Mercy, -5 Honor, -2 Calculating, +1 Valor, when player decline to return the criminal hero remains.
-5 Mercy, +5 Valor, when player tried to persuade the notable peasant to do revenges.
+5 Mercy, -5 Valor, when player tried to persuade the notable peasant not to do revenges.
-2 Mercy, -3 Honor, when player executed the notable peasant after or before the notable peasant did his quest. When paying the reparation heroes will gain charisma and generosity exp (default game process).
Hero (player only) can change notable peasant traits via dialogue, when encouraging them to initiate (or not to) the peasant revenge. Notable peasant will get:
+1 level Mercy, -1 level Valor, when notable peasant is persuaded not to revenge.
-1 level Mercy, +1 level Valor, when notable peasant is persuaded to revenge. (exp. values can be changed in the mod configuration file)
Relations
Mod try to care of relations between the criminal, notable peasant, mobile party hero, other involved heroes (who paid "lost ransom", settlement owner).
Player does not get relations penalties if notable peasant behead the criminal hero (because we assume that execution was because of peasant fault for now). (not implemented) Player relations penalties can be set in the configuration file (see relationChangeForPlayerWhenNotableExecutedTheCriminal).
Configuration:
You can tweak some configuration values to your liking. Configuration values are in the file PeasantRevengeModCfg xml, which is created after you create the game, and reloaded after you load the game. And file is at PeasantRevenge dll file location.
Mod will not write to this file if "CfgVersion" is higher than or equal to PeasantRevenge dll file version (your changes to this file will retain).
Mod does not save any progress (however game will save notable peasant mobile parties, but without revenge data. The mod will try to disband them, after game was loaded), so game will forget about past raid criminal heroes after game reload (it is done intentionally)
Uninstalling If you enabled notable peasant parties, disable them and wait (peasantRevengeTimeoutInDays days) until parties are removed and save game, before you uninstall the mod. Known Bugs: If you enable notable parties, sometimes village will get 1 more notable for a short time, after revenge mobile party is disbanded. This is because other TW module adds/removes them (more a feature than bug.). Compatibility:
Should be Save file compatible (Can be loaded/unloaded any time. If notable parties are enabled - let AI to kill them off)).
Mod has item "Remains of a corpse". It is converted to "Trash item" by game design after mod removal.