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Introduction:
Here's the pitch: the majority of players don't have even the most basic of modding skills, and those that do may not have the time to put them into practice; yet, all that's required to come up with great modding ideas is a good knowledge of the game's systems and a modicum of creativity. On the other hand, while a lot of modders have pretty amazing modding ideas on their own, and need no help coming up with incredible ways to spice up our game, I'm sure that there are some out there who wouldn't mind having a repository of (potentially) interesting modding ideas. That's what this thread aims to be.

All the ideas in this thread are 100% available for everyone, Taleworlds included, to use and implement as they wish. Crediting is appreciated but not required. Anyone sharing their ideas under this thread will also be assumed to accept these terms.

If you're working on any of these mod ideas, please post under this thread so that others that wish to do the same can reach out to you and possibly help.

I will update the main thread as other people contribute to it. I might group smaller ideas with similar ones if thread space starts being at a premium. If I miss or misrepresent anything please do let me know. Feedback and discussions of all kinds are welcome! ?

Highlighted Prices — Concept
When selling or buying trading items, the green/red highlighting of the price is now shown on the item's value.
Active Contributors: none
Idea: Xaphedo

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  • The purpose of this mod is to eliminate the unnecessary chore of hovering through every single item each time they barter with a new town, village or caravan if you're playing as a merchant.
  • Prices could be further highlighted when they're exceptionally high or low, using purple or aquamarine, for example. Alternatively, the price's color range could be a gradient, going from deep red to yellow and from yellow to bright green, the cheaper an item is relative to its average price.
  • Cows, sheep, hogs, pack animals, and mounts could also have their prices relative to their average highlighted in different colors. This could in theory also be applied to all non-trading items, such as weapons, shields, and armor.
  • This may be more trouble than it's worth, but it could nevertheless be interesting to give the player the ability to set up custom thresholds for when an item's price is highlighted or not. Additionally, the average price for each item could also be manually adjusted.
  • This is very tangential and almost another separate mod, but effective item values could be shown while bartering with lords.

Warehouses — Concept
You can now buy a warehouse in any city that's not hostile towards you, allowing you to store items for future use or reselling.
Active Contributors: none
Idea: Xaphedo

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  • A warehouse could cost, as an example, 5'000 denars and allow you to store 10'000 units of weight (is it kilos?) worth of items. Alternatively, it could be upgradeable: again as an example, it could cost 500 denars at the beginning and store 1'000 units; every 1'000 denars you spend in upgrading it would then increase its storing capacity by 2'000 units. Please note that these values are completely arbitrary and may not be very balanced.
  • You have the option to trade directly between the city and your warehouse, speeding up the process of stocking up on tons of goods while they're on the cheap.
  • The contents of a warehouse could be plundered by an invading army if the city happens to be conquered by another faction, and you could even lose ownership of the warehouse entirely. Additionally, you could prevent your warehouse from being plundered in several ways; from easier to harder to implement: set up a gang in the city, improve your warehouse by employing generic hired guards, leave a small garrison of your own troops. Even further, leaving your warehouse in an unattended city might trigger a random event (once every month or so, for example) where some of its contents are stolen.
  • Warehouses could have a periodic maintenance/taxation cost too, in addition to setting-up costs and hired guards' wages. This could be a consideration if they turn out to be insanely profitable in one way or another. This would also require the warehouse to be sellable.
  • You could leave one of your companions in the warehouse, and give them orders to either buy items when they're below a certain price or sell them when they're above another threshold. Other limits could be implemented, such as the maximum or the minimum number of any one item in stock, or how much money can be spent each day. This could also increase your assigned companion's Trade and Steward skills over time. I realize this is probably a huge endeavor to implement, I'm mainly leaving it here as an idea of how far this concept could be taken.

Take Everyone Prisoner — Concept
Troops that were your enemy's prisoners can now also be taken as prisoners and other prisoner-related improvements.
Active Contributors: none
Idea: Xaphedo

  • You can move any troop from your party to your prisoner tab, but you need to wait just as normal before being able to recruit them back. It would be wise to ask the player for confirmation when doing this, as a misclick could be a disaster in certain situations. Additionally, this action could decrease your honor and eventually earn you the devious personality trait.
  • Whenever you release prisoners without ransoming them, you gain a small amount of honor, some Charming XP, and it may eventually earn you the merciful personality trait.
  • If the empty slots in your maximum party size are more than or equal to the number of prisoners that exceed your maximum prisoner carry capacity, prisoners will not start escaping as they usually would. You will still be slowed down, however.
  • When facing an enemy with overwhelming odds on your side, they may surrender immediately. You would get the same rewards and consequences as if you won the battle by knocking every enemy unconscious, except that you would gain no renown or experience from it.
  • (by EvZone) Add a button that, if clicked, will automatically recruit available prisoners into your troop roster.

Troop Loadouts — Concept
Troops can be outfitted with different preset loadouts, just like in Multiplayer.
Active Contributors: none
Idea: Xaphedo

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  • As a first iteration, it may be worth adding loadouts just to tier 6 or even just tier 7 troops.
  • If all loadouts are implemented, you might need to have a minimum level in Tactics before being able to change the loadout of troops. As an example, every 20 levels you could be able to change the loadout of a new tier of troops, which means you would need Tactics 140 to change the loadout of tier 7 troops.
  • You can split the same type of troops into multiple troop groups. Among other tactical uses, this would also allow you to give the same type of troop different loadouts and, in turn, assign them to different hotkeys. If two troop groups of the same type also have the same loadout, they can be merged back into one.
  • Changing into new loadouts may cost money and earn Tactics XP. This could be very tricky though since you would need to keep track of which troops had already bought which loadouts, and it may very well be much more trouble than it's worth.

Fight Another Day — Concept
When starting a fight, you now have the option to choose which of your troops will join the fight and which won't.
Active Contributors: none
Idea: Xaphedo

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  • If you are defeated, your remaining troops will fight a "second round" automatically. Only if they're defeated as well, do you actually lose the fight.
  • You might choose not to fight yourself and will instead take control of your topmost companion. Being able to control other units on the battlefield may be worth its own dedicated mod.

No Kingdom Quest Published (removes all main quests)
Make the quest required to make a kingdom skippable, and require the player only to be Clan Tier 3.
Active Contributors: Manulg
Idea: Wildwire

Starting Siege Food — Concept
Make it so cities/castles have a base amount of food at the start of a siege instead of zero.
Active Contributors: none
Idea: Typhon25

  • This makes it so the attacker can't just starve out the defenders.
  • Hopefully it'll also help slow down the snowball effect.

Starting Arena Loadout Some functions already implemented; Work in Progress
You can set up which weapons you get in the tournament and arena.
Active Contributors: meanwhile0
Idea: Guedez


Autotrader Some functions already implemented; Work in Progress
Buttons that allow you to sell and buy items until their price turns to another color due to fluctuation.
Active Contributors: Eskalior
Idea: Guedez

  • The buttons could be implemented to work either per-stack or on the whole trading inventory.
  • Select to buy all green items until they turn white due to fluctuation;
  • Select to sell all red items until they turn white due to fluctuation;
  • Select to buy all white items until they turn red due to fluctuation;
  • Select to sell all white items until they turn green due to fluctuation.

Enhanced Companions — Similar Mods: Neated's NPCs Upgrade Equipment, Equipment Upgrader, Control Your Allies After Death.
Autoequip from loot, renaming companions, controlling them on the battlefield.
Active Contributors: none
Idea: Rydell, Guedez, umut00710, toxic-nova, Shyffer, Ragemaster9999

  • (by Rydell) A button for companions that equips the best possible gear for them from the inventory based on their skills. If a companion is good at throwing and two handed, for example, when you click the autoequip button they get the best available armor + 2h sword + 3x javelins. The goal is to avoid the chore of looking through what's best for each companion and equip such gear.
  • (by Guedez) Alternatively, you could set up your companion loadout like in the Lav's Companions Overseer mod for Warband.
  • (by umut00710) Being able to rename companions (this is achieved by the CITEditor and the Detailed Character Creation mods).
  • (by umut00710) Being able to control companions after being defeated on the battlefield.
  • (by toxic-nova) Being able to change the way companions are ordered on the Clan screen, which would in turn change which companions accompany the player when visiting cities.
  • (by Shyffer) Being able to stop companions from recruiting peasants and other low tier units, especially if that would put them over their party limit and cause them to lose much better units.
  • (by Ragemaster9999) Companions relocate to your fief after their party is defeated, instead of being scattered all around Calradia.
  • (by Ragemaster9999) Being able to communicate with your companions remotely and have them join your party, no matter where they are on the map.

Less High Level Grind — Concept
Make it more feasible for completionists to make a capped character with all skills, although it could still take several in-game months of grinding.
Active Contributors: none
Idea: Guedez

  • Add a lv 300 perk that gives 5 focus points and 1 attribute for the characters to spend as they wish, but forces the XP multiplier for the skill back to 1.
  • Alternatively, change XP gain (how many skill points to get per level) so that the higher the gained skill level, the more it is worth the hassle. This way, leveling your 5 crossbow skill to 40, for example, isn't the fastest way to gain character levels anymore. Leveling a skill 75->76 could be made as rewarding as leveling it 25->28, for example, in regards to how much it contributes to the overall advancement of the character's level.
  • After all skills have all 5 focus points, every time you would've gained 5 focus points you instead gain 1 extra attribute point.

Rebellion — Similar mods: Revolutions, Shattered Kingdoms.
An in-depth rebellion mechanic utilizing the influence system, to keep things interesting after a kingdom snowballs.
Active Contributors: none
Idea: Crabasaurus_rex

  • There could be an option in the kingdom screen that, for an expensive price of 3-4k influence, would allow you and any nobles with which you have high relation to defect from the snowballed kingdom and form your own.
  • If your kingdom is the one that conquered the map, the AI could do the same to you.

Easier and More Expansive Crafting — Concept
Crafting armor and ranged weapons; less tedious material refining; higher crafting limits.
Active Contributors: none
Idea: Guedez

  • Crafting armor and ranged weapons using fur, hide and linen + the already existing steels. It could be more trouble than it's worth, however.
  • Implement separate recipes that allow the player to skip the tedious work of going through every single step to refine the more advanced materials.
  • Alternatively, an autorefining function that automatically makes the highest available steel until no coal is available + makes coal until there is no more hardwood.
  • (by Guedez) You can go even further beyond when selecting the size of pieces in the smith crafting menu, like 4x the current max.

Commissions — Similar mod: Recruiter
Put up orders for materials or even troops, paying in advance.
Active Contributors: none
Idea: bingoberra and Guedez

  • (by bingoberra) You could place the order either in the village itself that produces it or in the corresponding town.
  • (by bingoberra) The player could get a notification, or it could simply be delivered to the town, waiting there for the player to pick it up.
  • (by Guedez) This could be limited to player villages and towns owned by the player.
  • (by Guedez) Alternatively, the player could order their companions whatever they need at base price. Need hardwood? pay 25 apiece and your companion will bring you how many you asked for, need horse archers? pay 200 each and he comes back with 25, etc.

Days of War — Concept
Larger battles will now take place over several days.
Active Contributors: none
Idea: Boush

  • When the total battle size reaches your selected battle size cap, the battle will be split into several days instead of having the game keep sending troops into battle.
  • For example, let's say there is a battle going on between northern and western empires. Northern empire has 1200 soldier western empire has 1400 soldiers and your battle size cap is 500. A total of 2600 soldiers would be split it into 6 days of battle (2600/500=5.2). Each day a battle of a total maximum of 500 will be fought until one side wins.

Old School Skills — Concept
Rework skill focus and attributes so they increase effective skill level.
Active Contributors: none
Idea: Guedez

  • Both attributes and skill focus would be converted into effective bonuses to skills.
  • For example, a skill focus could give +10 levels to the skill, while 1 point in an attribute would give +5 to all 3 related skills.
  • All skill XP gain is always as if you had 10 in the attribute and 5 in skill focus.
  • (by Warriok) Alternatively, skills could be reverted with how they functioned in Warband.

Age of Plate — Concept
Change the current era so that plate armors would be present in the game.
Active Contributors: none
Idea: Lord Ferdinand

Community Modding Tools — Concept
Troop editor, item editor, party editor, character editor, etc.
Active Contributors: none
Idea: King Yngvar

  • A faction editor would also be useful, making it easy to create an extra faction, set which lords and castles will belong to it and add a troop tree to it.
  • A map editor where you could move the position of settlements.

Battlefield Improvements — Similar mod: Enhanced Mission RTS Camera
Allow troops to share ammo, set their retreat point, and other improvements.
Active Contributors: none
Idea: Guedez, manucd

  • (by Guedez) Troops will share ammo with units that have run out.
  • (by Guedez) Allows the player to set a retreat point, as to not have troops retreat through the enemy infantry.
  • (by manucd) Allows the player to have the troops charge into a specific unit.

Noncombat Troops — Concept
You can now recruit troops that are mainly useful outside combat.
Active Contributors: none
Idea: Guedez

  • Herders: Each one removes the penalty from 10 herd animals.
  • Mounted Herders: Faster than herders, each one removes the penalty from 7 herd animals.
  • Spice Traders: High salary, improves morale by X for up to 30 troops (10 spice traders serves an army of 300 with no penalty).
  • Wagon: expensive to buy and has an upkeep cost, but come with a very high cargo capacity (2500 for example).

Cargo Carts — Concept
Allow the player to build carts to increase carry capacity.
Active Contributors: none
Idea: EvZone

  • You could camp and select a "Create carts for the horses" option.
  • You would either have to camp in a forest or to spend hardwood while building carts.
  • Traveling with carts would passively give small amounts of Engineering XP, gaining more the fuller they are.
  • These carts multiply the carrying capacity granted by the mount. Mount types are kept, in that this option is only available for pack animals, allowing footmen to still use horses to increase travel speed.

ARPG Inventory Management — Concept
Grid-like inventory system, with different items occupying different amounts of space.
Active Contributors: none
Idea: EvZone

  • Increasing the carry capacity through pack animals and mounts would add blocks to the inventory grid.
  • The shortcoming of this kind of inventory is the need for micromanagement. Now to make this an early-game only problem, carts (from the Cargo Carts idea) could be fused together, so that you have an abundance of space later on. In the end, this would just allow for a more visual and less scrolly way to present the inventory contents.
  • Where this system could get interesting, is with the addition of containers. You could purchase chests, boxes, etc... Similar things exist in other games, but basically, a satchel could take one inventory slot (square) but offer 4 when opened. Where this would be a QoL improvement, is if you could assign, to each container, a type of item: smeltable weapons, armor, etc... There could be specific mechanics associated with these containers; for example, a crate full of smeltables could be deposited as is at a workshop for smelting. When you come back later, you have a box full of metal ingots to retrieve.

Extended Tutorial — Concept
Add an advanced in-game tutorial that explains all aspects of the game.
Active Contributors: none
Idea: Lord Ferdinand

  • A good analogy would be the tutorial in Rome Total War 2.

Unrealistic Weapon Wielding — Concept
Allow the player to dual wield essentially any weapon in the game, with little regard to realism.
Active Contributors: none
Idea: Arch Light

  • The player could dual-wield shields, bows, spears, two-handed swords, axes, throwing axes, anything.
  • To make it easier to control, when attacking or defending the player would be doing the chosen action with both wielded weapons.
  • Ranged weapons could be an exception, where, for example, the left button click could be bound to firing the weapon in one hand, while right click could be bound to firing the weapon in the other hand.

Deeper Fief Economy — Early Planning Stages
Allow settlements to change their production and add more tradeable items.
Active Contributors: [/B]RapidFire (Early Planning Stages)
Idea: RapidFire

  • A settlement could have a lot of resources available in the surrounding environment, each with a value for how effectively it can be exploited. For instance, a settlement deep in the woods would be able to easily exploit hardwood as a resource, whereas a settlement in the desert could not.
  • As a lord, you can tell each settlement what primary resource to focus on, and the settlement would attempt to exploit that resource - a lord in the desert demanding hardwood would be barking up the wrong tree.
  • Settlements also have improvements that can be built. I (RapidFire) would like to expand the list of improvements to artisan workshops, that take primary resources and convert them to artisan resources. Hardwood into furniture or building materials. Flax into linen, grapes into wine.
  • Settlements would pay more money for the goods they need, based on the workshops available and the goods they already have stockpiled.
  • This would hopefully rely on the pre-existing systems in Bannerlord and simply expand upon them. Tomatoes can't be grown in wintry areas, but a warmer climate may make a killing selling tomato sauces to the northern regions, for instance. Potatoes are a cheap commodity but the empire just loves its vodka, perhaps.

Gladiator Arena Equipment — Concept
Change the equipment participants are assigned in the arena and tournaments to reflect late Roman Empire gladiators.
Active Contributors: none
Idea: matmohair1

  • 4th Century AD
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  • 6th Century AD
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< visor with or without helmet? / quilted or mail armor?
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Troop Managament Enhancements — Similar mods: Yet Another Party Organiser, Party Manager (pka SortParty), Party Screen Enhancements, Party Screen Improvements, Auto Party Manager.
Make the troop management screens less tedious to use.
Active Contributors: none.
Idea: EvZone, ashraf_Taha25, Guedez

  • (by EvZone) Add two new buttons to speed up troop upgrading. The buttons could be present on the troop "collapse bar". The first button (a single thick upwards arrow, for example) would upgrade all troops that have only one possible path. The second button (two upwards branching arrows, one thick and one thin, for example) would upgrade all troops regardless of path; when two paths are possible, one must have been on the encyclopedia before-hand to tick a box on the troop possibilities meaning "preferred path". If the upgrade is impossible because of a lack of horse or money, it would just skip it (instead of choosing the other possible option).
  • (by ashraf_Taha25) Add subdivisions based on troop type. It would useful for organizing parties and even garrisons. For example, it could look like this:
    Companions --- xx
    [list of companions]
    Infantry --- xx
    [list of infantry troops]
    Archers --- xx
    [list of archer troops]
    Cavalry --- xx
    [list of cavalry troops]
    Where xx is the number of troops in that subdivision.
  • (by Guedez) An option for garrisons to automatically recruit non-hero prisoners. In this way, you can just unload prisoners in prison and they'll slowly become garrison without your input.

1257 AD — Concept
A real europe/middle eastern map with crusade themes and equipment.
Active Contributors: none
Idea: Marcquez


Display Equipment — Concept
Make it possible to examine the equipment of troops and heroes.
Active Contributors: none
Idea: Azzinoth224

  • This could be done in the encyclopedia, but would also be useful if this information was visible without leaving the party screen.
  • It would also be useful if equipment could directly be compared between two troops or heroes.

'Yes, Your Grace' — Concept
If you are a ruling lord, notables or citizens may come to your court to ask for favours.
Active Contributors: none
Idea: Sasete

  • This mod idea is inspired by Yes, Your Grace — a game from Brave At Night.
  • These favors would operate as quests, except they would be more in line with making the player feel a lot more like an actual lord.
  • The player can help them out by giving them gold or items, spending previously earned favors or sending companions (which would be the General in Yes, Your Grace). As a result, the player would increase happiness, morale, and welfare in their kingdom and fiefs.
  • The player could also have a small council to advise and help them in managing their fiefs. This could work similarly to the Diplomacy 4.litdum mod for Warband. This idea could be developed as its own mod.

Harder Sieges — Concept
Make sieges harder to win by the attacking party.
Active Contributors: none
Idea: Sasete, Guedez

  • (by Sasete) The current balance undermines the new siege system and also results in factions getting successfully invaded too easily.
  • (by Sasete) Nobody will now be able to attack castles/cities which have walls with a tier higher than 1 without siege engines, making it so only fortifications with tier 1 walls will be able to be conquered just by using ladders.
  • (by Sasete) If every siege engine is destroyed, the siege will end as a draw, and the attacker will need to spend more time building new siege engines.
  • (by Guedez) Alternatively, sieges could more easily be fixed by improving the defender siege AI.
  • (by Guedez) Archers should use the walls better: they should peek out, shoot, and go back behind cover.
  • (by Guedez) All archers should be at the walls shooting at all times. Currently, only 4-8 are allowed to, while all the others stay inside in a dumb square. The length of the walls should be filled with archers.
  • (by Guedez) The infantry units should be at ready with the rocks to break the necks of anyone that gets near the gates, rather than remaining in a dumb box near the gate entrance, which they maintain even if you go behind them and start killing them 1 by 1.

Weekly Wages — Concept
Change all economy calculations so that they're on a weekly basis instead of daily.
Active Contributors: none
Idea: Sasete

Pimp my Horse — Concept
Allow the player to change the color of their horse before equipping it.
Active Contributors: none
Idea: great_khan

Reduce Wounded Troops — Concept
Reduce how often troops become wounded in battle instead of killed, to better balance wars and reduce the snowball effect.
Active Contributors: none
Idea: great_khan

Tournament Overhaul — Concept
Make tournaments closer to an actual game, with long term progression, strategic and tactical flexibility, more challenging and with proper rewards.
Active Contributors: none
Idea: abc123456
 
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Continues from above.

Settlement Renamer — Concept
Make it easier to roleplay the game your way by allowing the player to rename cities, castles, and villages.
Active Contributors: none
Idea: Salochin


Brytenwalda (Viking Conquest) — Concept
A historically accurate overhaul set in England during the Viking Age.
Active Contributors: none
Idea: Lord of Balgard

  • Not focused on either side, you can either play as an Anglo-Saxon, Northmen or Dane, Pictish, Briton, or Norman.
  • There would be religious disputes between paganism and Christianity as the Dane-Vikings literally conquer the whole East Anglia.
  • Sea battles between England and Frankia.
  • Flat battlegrounds in Scotland and England, fewer mountains, more open-fields, smaller snowy areas in the north.
  • Historically appropriate armor, tunics, and weapons.
  • Overhaul of the clan system for the Viking clans. Instead of it being a united kingdom, it could be a nation divided by clans, small and big ones.

Advanced Diplomacy — Concept
Deeper diplomacy and kingdom management systems.
Active Contributors: none
Idea: Lord of Balgard

  • Allow the player to use marriage and other diplomatic tools to make allies that can aid you in battle and even in long term wars.
  • If the player conquers a small kingdom with the help of a larger one, they may be appointed as king of the newly conquered lands, but still serve under the larger kingdom. The player would pay them taxes and other dues, and failure to do so would cause them to go to war.

Better Autoresolve Barter — Concept
Allow the autoresolve during barters to include other items (like horses) instead of just money.
Active Contributors: none
Idea: Lord of Balgard

Fewer Looters — Concept
Allow the player to reduce the number of looters spawning.
Active Contributors: none
Idea: Lord of Balgard

NPC Adventurers — Concept
Solo adventurers roaming all of Calradia, doing everything the player can.
Active Contributors: none
Idea: abc123456

  • They could affect the world in every way the player can: buying stuff, attacking looters, attacking hideouts, etc.
  • Each adventurer wouldn't be necessarily be affiliated with any kingdom, and could eventually even create their own new kingdom.

Regional Voices — Concept
Give each different troop tree regional lines or accents.
Active Contributors: none
Idea: matmohair1

  • As an example, accents could be Southern, Eastern, Western, Northern, and Imperial.

Costume Slots — Concept
Costume pieces that are now worn over the armor to change its visuals.
Active Contributors: none
Idea: DarnHyena

  • The civilian armor slots would be converted into costume slots.
  • The armor ban in towns would need to be lifted in order to keep the game balanced.
  • Another possible but maybe unfeasible approach would be to have the civilian clothes be a different slot category than the costume one, allowing for both systems to coexist.

365 Days Year — Concept
More realistic in-game calendar.
Active Contributors: none
Idea: Hrurik, Balynn
  • (by Hrurik) The in-game year will now be 365 days long instead of 120ish.
  • (by Balynn) Change the calendar to be the international Gregorian calendar.

Birth Control — Similar Mod: Full Term Pregnancy
You are now able to have some control on how many children you'll have.
Active Contributors: none
Idea: Hrurik

  • The current system results in the player having too many kids, with no way of slowing down or controlling their birth rate.
  • To make things more realistic, it should take at least 7-9 in-game months (2 seasons) between the birth of a child and the conception of a new one.
  • Additionally, children could have a chance of dying in childbirth, which would make it somewhat harder for the grieving mother to get pregnant soon after.
  • The most convenient solution would be to allow the player to plan out their pregnancies with their partner, for example through dialogue options.

Better Brigands — Similar Mod: Custom Spawns
A deeper system for bandits, criminals, and patrols.
Active Contributors: none
Idea: willholton1

For a deeper explanation, check out this thread.

Dibs on Loot — Similar Mod: Loot Overhaul
When the player personally kills or knocks out an enemy, they will always gain their loot.
Active Contributors: none
Idea: teznr1

  • The defeated enemy's equipment will be added either directly to the player's inventory or added to the random loot obtained after the battle.
  • The reason behind this is to make it feel like you had first dibs on the loot from the guys you downed, without just flooding the after battle loot with ALL the high-level gear (like how it can happen with mods that let you loot every troop defeated by your army).

Helmet Variety — Concept
Higher variety of helmet designs.
Active Contributors: none
Idea: matmohair1

  • Here are some examples for more Vlandian and Battanian helmet designs, colors, and variety, taken from 12th and 13th centuries designs:
    6ASt7Vf.jpg

Cloth Decorations — Concept
Adding spear and lance pennants, as well as cloth barding to horses.
Active Contributors: none
Idea: RookUS

  • Spear & Lance Pennants, small banners to enrich the formation.
  • Cloth Barding for Horses. This barding would provide no real protection, just a cheap alternative for lowly cavalrymen to display their loyalties.
  • Here are examples of both:
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    Incredible_Facts_Templars_knights_crusades-min.jpg

Plants vs. Zombies — Concept
Mod based on the Plants vs. Zombies franchise (1 & 2, Garden Warfare 1 & 2)
Active Contributors: none
Idea: truthfulworlds

More Distinct Empires — Similar Mod: Return to the Empire
Expand the empire's troops and equipment and make its factions more distinct.
Active Contributors: none
Idea: avengerpat

  • For example, either North or West could use Roman Cohort era armor.
  • The Southern Empire could be more Hellenic influenced (think spartan helmets, the bronze abs shaped cuirasses, hoplite armor, etc).

Twitch Integration — Concept
Add features to help Twitch streamers increase viewer engagement.
Active Contributors: none
Idea: DarnHyena

  • For example, the usernames of watchers could appear over the heads of random units during battles.
  • For a more advanced version, the mod could favor putting subscribers over the heads of higher tier units.

Unbound Exploration — Concept
Allow the player to wander beyond the map's current borders.
Active Contributors: none
Idea: Hrurik

  • For example, the player could wander into the far North area of the map, the large inaccessible snowy area North of the Sturgians.

Duels of Fate — Concept
Give the player more chances to challenge and be challenged to duels with important consequences.
Active Contributors: none
Idea: Salochin

  • This would be inspired by the prompt in the Bandit Hideouts to fight 1v1, for those people that wish there were more occasions in the game where you are offered a 1v1 fight.
  • For example, when a city you are defending gets attacked, and you parley with the attacking army's leader, you could request a 1v1 fight to determine the fate of the city.
  • Another application would be when you are "taken prisoner" after losing a fight. Instead of being helplessly dragged around, you could request a 1v1 trial by combat. If you win, you're released. If you lose, you die.

Attack Relative to Enemy Position — Concept
Make combat more streamlined by having attack types be determined by the relative position of the closest enemy.
Active Contributors: none
Idea: Boomstomp123

  • This would replace the standard attack system with the "Attack Relative to Enemy Position" system, which was already available in Warband as a standard option.
  • For example, you would swing on your right if the enemy is on your right, on your left if the enemy is on your left, and you would stab if the enemy is in front of you.
  • This could be a help in big and chaotic battles, which are more common in Bannerlord.
 
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Make it so cities/castles have a base amount of food at start of a siege instead of zero. This makes it so the attacker can't just starve out the defenders. Hopefully it'll help slow down snowball effect.
 
what about the ability to Skip the quest to make a kingdom, and all you need is clan tier 3?
Make it so cities/castles have a base amount of food at start of a siege instead of zero. This makes it so the attacker can't just starve out the defenders. Hopefully it'll help slow down snowball effect.

Added both ideas! Just so you know, I might group each of them with other similar ideas in the future, should the thread length limit start being a problem.
 
Added both ideas! Just so you know, I might group each of them with other similar ideas in the future, should the thread length limit start being a problem.
awesome, im trying to code my self now, never done c#, trying to find how to reference either Finishing the quest on Start of the campaign, or removing the requirment of the quest for making a kingdom, im just lost, and dont know where to look haha
 
awesome, im trying to code my self now, never done c#, trying to find how to reference either Finishing the quest on Start of the campaign, or removing the requirment of the quest for making a kingdom, im just lost, and dont know where to look haha
I'm just as lost with C# personally, but this documentation might help: https://docs.bannerlordmodding.com/

If you need any more specific help, though, try heading over the Mod Development Subforum or the respective Discord Server. There are tons of talented and helpful people in both communities (although to be fair it's kind of the same one).

Best of luck! And do let me know if you get any progress on it, so that I can update the status of your idea. For any more specific updates and discussion, I'd advise opening up a new dedicated thread though :xf-wink:
 
Sorry if this is the wrong place for that
I'd love being able to set up which weapons you get in the arena to use with the Tournament XP mod
And a mod that Adds 3 buttons to the trade screen
* Select to buy all green items until they turn white due to fluctuation
* Select to sell all red items until they turn white due to fluctuation
* Select to sell all white items until they turn green due to fluctuation
 
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Sorry if this is the wrong place for that
I'd love being able to set up which weapons you get in the arena to use with the Tournament XP mod
And a mod that Adds 3 buttons to the trade screen
* Select to buy all green items until they turn white due to fluctuation
* Select to sell all red items until they turn white due to fluctuation
* Select to sell all white items until they turn green due to fluctuation
This is the perfect place for this! I've added your ideas to the main thread.

I've taken the liberty of adding a couple of references to your tournaments suggestion and for the autotrade one I've also added the possible option of buying all white items until they turn red due to fluctuation. It would have been useful in certain situations I've found myself in, assuming these buttons could be made to work for either a single stack of items or the whole trading inventory (consideration which I've also added to the "further details and possible developments" list). I hope these additions are ok!
 
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How about a button for companions that equips best possible gear for them from the inventory based on their skills. Because it's a chore to look through what's best for them and equip such gear.
So if a companion is good at throwing and two handed, when I click the button they get best avaible armor + 2h sword + 3x javelins.
 
How about a button for companions that equips best possible gear for them from the inventory based on their skills. Because it's a chore to look through what's best for them and equip such gear.
So if a companion is good at throwing and two handed, when I click the button they get best avaible armor + 2h sword + 3x javelins.
There was a warband mod for that, but in that mod you could choose the companion loadout

Adding another idea, force level 1 companions, so you don't have to struggle to train a lv19 to become a steward

And another: Add a lv300 trait that gives 5 focus points, 1 attribute and forces the xp multiplier for the skill to 1.
Same mod, if all skills got all 5 focus points, each 5 focus points become 1 attribute point thereafter
That way completionists can make a capped character with all skills, although that would take some months of grinding

Yet another: Change XP gain (how many skill points to get a level) into the higher the skill, the more it is worth. So that leveling your 5 crossbow to 40 is not the fastest way to level anymore. Leveling a 75 ->76 could be made as worth as 25->28 or something, regarding when you get a level. That could replace the previous lv300 mod, since you will be leveling a lot more, so you will probably be able to cap everything
 
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There was a warband mod for that, but in that mod you could choose the companion loadout

Adding another idea, force level 1 companions, so you don't have to struggle to train a lv19 to become a steward

And another: Add a lv300 trait that gives 5 focus points, 1 attribute and forces the xp multiplier for the skill to 1.
Same mod, if all skills got all 5 focus points, each 5 focus points become 1 attribute point thereafter
That way completionists can make a capped character with all skills, although that would take some months of grinding

Yet another: Change XP gain (how many skill points to get a level) into the higher the skill, the more it is worth. So that leveling your 5 crossbow to 40 is not the fastest way to level anymore. Leveling a 75 ->76 could be made as worth as 25->28 or something, regarding when you get a level. That could replace the previous lv300 mod, since you will be leveling a lot more, so you will probably be able to cap everything
How about a button for companions that equips best possible gear for them from the inventory based on their skills. Because it's a chore to look through what's best for them and equip such gear.
So if a companion is good at throwing and two handed, when I click the button they get best avaible armor + 2h sword + 3x javelins.
Everything has been added! Please double-check the main thread to make sure I represented your ideas correctly.

Any concept for a diplomacy mod?
Could you elaborate on that? There are a lot of ways to approach a diplomacy mod and I'm sure that some modders out there are already hard at work on improving the current diplomacy mechanics as we speak. The more specific and detailed (and feasible) your idea, the higher the chances someone will make it a reality ?
 
It would be cool to have an in depth rebellion mechanic utilizing the influence system. This could also serve to keep the game interesting after a kingdom snowballs. My initial thought for this was that there could be an option in the kingdom screen that, for an expensive price of 3-4k influence, would allow you and any nobles with which you have high relation to defect from the snowballed kingdom and form your own. If your kingdom is the one that conquered the map, the AI could do the same to you. I think this idea could be a bit more fleshed out, but it could be very interesting.
 
Crafting armor and ranged weapons using fur, hide and linen + the already existing steels would be nice, but probably too hard

oh yeah, easy steel crafting would be nice too
8 rough iron + 8 coal = 1 steel + 7 rough iron or whatever is the actual cost, tuskemani steel would be 64 each I think. It's just a separate recipe that works as all of the previous need recipes in a single click, to save people's mouse's lives
or just autorefining, refine the highest available steel until no coal is available + auto make coal until no more hardwood
 
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Idk is this the place to post it but i have this mod idea. When total battle size caps out from your selected battle size instead of keep sending armies at parties it splits the battle to days. Ex: There is a battle going on between northern and western empires. Northern empire has 1200 soldier western empire has 1400 soldiers and your battle size cap is 500. Total of 2600 soldiers split it in to 6 days of battle(2600/500=5.2). Each day battle of 500 will be fought until one side wins. Idk how to make it but i am sure there are some beasts that can make this like its nothing.
 
It would be cool to have an in depth rebellion mechanic utilizing the influence system. This could also serve to keep the game interesting after a kingdom snowballs. My initial thought for this was that there could be an option in the kingdom screen that, for an expensive price of 3-4k influence, would allow you and any nobles with which you have high relation to defect from the snowballed kingdom and form your own. If your kingdom is the one that conquered the map, the AI could do the same to you. I think this idea could be a bit more fleshed out, but it could be very interesting.
Crafting armor and ranged weapons using fur, hide and linen + the already existing steels would be nice, but probably too hard

oh yeah, easy steel crafting would be nice too
8 rough iron + 8 coal = 1 steel + 7 rough iron or whatever is the actual cost, tuskemani steel would be 64 each I think. It's just a separate recipe that works as all of the previous need recipes in a single click, to save people's mouse's lives
or just autorefining, refine the highest available steel until no coal is available + auto make coal until no more hardwood
Added to the main thread!

auto trade is a mod now
It definitively is! It seems to still need some development before being truly hands-off, but it shows a lot of promise! Added references to it to the main thread.
 
This is a very good thread, I was just looking for something like it :smile:


Suggestion (minor):

I would like a way to order materials. Either from the village itself that produces the material or perhaps you can place it in your town. Ex: I'm trying to be a smith but I keep running out of hardwood. Can I place an order and have it delivered to my town / get a notification when it's ready in the village?
 
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