This mod takes a long time to load any battle or even save later in the campaign. (Out of memory exception when saving)
I think it might be that the armory size just keeps stacking up higher without manual intervention, and every warband has its own armory, including AI lords and even looters who never reduce their armory size. These armories just keep growing and growing until the game stalls completely or crashes.
I suggest that armories have a restricted maximum number of items based on the army size. Any excess items should be auto converted to gold for AI parties.
There should also be an option to choose to "sell excess items for gold" instead of throwing ammunition for the player, since that will just clutter up the armory even more.
I suggest that AI-controlled armies should automatically sell off excess items in their armories, prioritizing the lowest-tier items first while keeping the highest.
This would help performance and memory usage a lot late game.
Edit: it appears if I use "Save Cleaner" mod and then manually sell off most of my throwing weapons (There were 100000+ Harpoons somehow!), it restores performance.
I feel like a cleaner/simpler implementation would be to just check the required equipment when upgrading units, rather than before and after every battle. You can roleplay that as each troop maintaining their own equipment once they've been gifted it. And you get a refund if you upgrade a unit to a new type that doesn't use any of its old equipment.
Is it maybe possible to make this fantastic mod compatible with the also fantastic Save Cleaner Mod from JungleDruid? This would be awsome and prevent my games from save bloats beyond good and evil. (With DTE a few 100 days in i have a savegame size of 60 MB and a save time arround 9 Minutes.)
I am so sorry, didn't see, you replied to my Message. :)
The Save Cleaner is a fantastic mod that helps reduce the Save File bloat, deletes unused Data and in the late Game helps a lot to reduce Saving Times. I had a heavy modded playtrough with at the end about 9 Minutes Savetime, but after running the Save Cleaner two times, it cames down to 4. Still a lot, but with not so heavy modded games it is absolutly helpfull.
Even with True mods with army cost that change price of the hire mercenary have the one big problem for some reason the standart Caravan Guard price dont change at all I dont know whats the problem and how to solve this because without this hire mercenary make this mod cheat
For some reason my army dont see cavalry lances in armory. they will pick any other spear/polearm, and if dont have any - they will only use one handed weapon with armory full of lances (
my army didnt use the arsenal, I have no mods only this one, I saw arsenal in the city but my army still naked every fight, Update: i dont know what happened but after a couple of fight like 3-5 they start using
Great mod! This mod adds such a good dynamic to the game and I LOVE IT. It's especially perfect for a Bandit playthrough where you take everything you need from those damned nobles!
The only annoyance I have is that when you recruit troops, it seems to add weapons from multiple sets instead of just one. Maybe it's just a bug that I have in my modset, but when I recruit a unit, I get each weapon from all of the sets the unit has. So when I hire a peasant, I end up with like 3-4 different T1 weapons. Which kinda inflates my armoury. Also, the lack of a starting armoury when playing with mods that have you start with units kinda sucks. It makes early game very hard and it's not very fun getting reset at the starting line.
Mount & Blade II Bannerlord\Modules\Bannerlord.DynamicTroop\blacklist.json open with notepad add string ids of equipment you want to blacklist: for example:
Great mod! The early game is extra hard since you need to farm the different kind of bandits to properly equip your troops before switching over to raiding Caravans and fighting lord. Late game becomes a slaughter fest, my troops wear armor worth millions
If you are still actively developing, here a feature request: Add the Option to restrict low Tier troops from wearing top Tier armor. My Khuzait Recruits look like Swadian Knights lol Maybe have troops use at the maximum equipment corresponding to their Tier.
317 comments
This mod takes a long time to load any battle or even save later in the campaign. (Out of memory exception when saving)
I think it might be that the armory size just keeps stacking up higher without manual intervention, and every warband has its own armory, including AI lords and even looters who never reduce their armory size. These armories just keep growing and growing until the game stalls completely or crashes.
I suggest that armories have a restricted maximum number of items based on the army size. Any excess items should be auto converted to gold for AI parties.
There should also be an option to choose to "sell excess items for gold" instead of throwing ammunition for the player, since that will just clutter up the armory even more.
I suggest that AI-controlled armies should automatically sell off excess items in their armories, prioritizing the lowest-tier items first while keeping the highest.
This would help performance and memory usage a lot late game.
Edit: it appears if I use "Save Cleaner" mod and then manually sell off most of my throwing weapons (There were 100000+ Harpoons somehow!), it restores performance.
The Save Cleaner is a fantastic mod that helps reduce the Save File bloat, deletes unused Data and in the late Game helps a lot to reduce Saving Times. I had a heavy modded playtrough with at the end about 9 Minutes Savetime, but after running the Save Cleaner two times, it cames down to 4. Still a lot, but with not so heavy modded games it is absolutly helpfull.
Update: i dont know what happened but after a couple of fight like 3-5 they start using
The only annoyance I have is that when you recruit troops, it seems to add weapons from multiple sets instead of just one. Maybe it's just a bug that I have in my modset, but when I recruit a unit, I get each weapon from all of the sets the unit has. So when I hire a peasant, I end up with like 3-4 different T1 weapons. Which kinda inflates my armoury. Also, the lack of a starting armoury when playing with mods that have you start with units kinda sucks. It makes early game very hard and it's not very fun getting reset at the starting line.
Mount & Blade II Bannerlord\Modules\Bannerlord.DynamicTroop\blacklist.json
open with notepad
add string ids of equipment you want to blacklist:
for example:
"string_id": [
and so on"pot",
"boulder",
"headscarf_d",
"open_head_scarf",
"woven_turban",
"guarded_padded_vambrace",
"ragged_armwraps",
"armwraps",
"guarded_armwraps",
"rough_tied_bracers",
"buttoned_leather_bracers",
"strapped_leather_bracers",
"roughtied_leather_bracers",
],
If you are still actively developing, here a feature request: Add the Option to restrict low Tier troops from wearing top Tier armor. My Khuzait Recruits look like Swadian Knights lol
Maybe have troops use at the maximum equipment corresponding to their Tier.