Here are two mods that fix 1.4.1 major issues

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Given that Duh_Taleworlds has confirmed that there won't be a major patch today and the earliest possible date is Wednesday because of the holiday in Turkey, I thought I would share these two mods to tide people over until next week. If you're already aware of these mods or use them feel free to disregard this, but based on the number of complaints I've read I gather a large number of people aren't.

Diplomacy Fixes

Most notably this solves the problem where all kingdoms are constantly at war with one another and declare war almost immediately after peace.

Features from mod page
  • Stops your kingdom from making war/peace decisions with your say. Now you're in full control!
  • Allow the player to use Declare War/ Propose Peace buttons on the Kingdom Diplomacy screen at the cost of influence.
  • Allows the player to send a messenger to any character at the cost of influence. This can be done on the Encyclopedia page or the Diplomacy page of Kingdom management.
  • Full Localization Support
  • War Exhaustion mechanic, where kingdoms are more likely to propose peace as time goes on. (v1.1.0)
  • If you led the assault on a settlement, you'll get the option to keep your fief instead of a vote determining the owner. (v1.1.3)
  • War Exhaustion display on the Kingdom/Diplomacy screen. (v1.1.6)
  • War reparations cost (gold) if the player proposes peace when losing a war. (v1.1.:cool:
  • Granting fiefs to clans of your kingdom via the Kingdom Management screen and Encyclopedia. (v1.3.0)
  • Added maximum war exhaustion threshold for AI kingdoms to declare war so they won't declare war with high war exhaustion. (v1.3.1)
  • Almost everything is configurable!
War Exhaustion
War exhaustion is a new mechanic introduced in v1.1.0. This is a score that builds up over time until it forces a kingdom to make peace with another kingdom. Contributing factors include:
  • Duration of the war
  • Casualties
  • Settlements Lost
  • Villages Raided
Currently, the score required for an AI faction to propose peace with either the player or another AI faction is 100. The amount of war exhaustion incurred by an event is configurable in the mod options page!
https://www.nexusmods.com/mountandblade2bannerlord/mods/404
Claim Player-Taken Settlements
The ability to claim player-taken settlements without a vote was introduced in v1.1.3. Within an in-game hour of taking a settlement, you will be prompted about whether you want to claim it for yourself. This will bypass the vote and give you your settlement!

Sending Messengers
Messengers can be sent to any character through that character's Encyclopedia page. Messengers can also be sent to kingdom leaders through the Kingdom Diplomacy page. Sending messengers costs influence. These costs can be configured through the Mod Options page on the main menu.

Note: As of v1.1.5 messengers will not arrive when the player is engaged in another event, like a siege, raid, or staying at a settlement. This was done to prevent some crashes until I am able to work it out. If the player is on the world map doing other things, messengers will arrive.

Community Fixes

Fixes most perks so that they work, fixes culture bonuses so that they work, shows valor/honor/etc gains and loses after an action that causes gains/loses and more

Features from mod page
Current Fixes
  • Perks
    • Athletics
      • Extra Arrows
      • Extra Throwing Weapon
      • Peak Form
    • Leadership
      • Disciplinarian Fixed in e1.0.6
      • Ultimate Leader
    • Scouting
      • Healthy Scout
    • Riding
      • Spare Arrows
      • Spare Throwing Weapon
      • Bow Expert
      • Conroi
      • Crossbow Expert
      • Filled To Brim
      • Squires
      • Trampler
      • Nomadic Traditions
      • Horse Grooming
    • Bow
      • Mounted Archer
      • Large Quiver
      • Battle Equipped
    • Crossbow
      • Crossbow Cavalry
    • Throwing
      • Fully Armed
      • Battle Ready
    • Steward
      • Agrarian
      • Assessor
      • Bannerlord
      • Enhanced Mines
      • Food Rationing
      • Logistics Expert
      • Man-At-Arms
      • Nourish Settlement
      • Prominence
      • Prosperous Reign
      • Reconstruction
      • Reeve
      • Ruler
      • Supreme Authority
      • Swords As Tribute
      • Tax Collector
      • Warmonger
      • War Rations
    • Engineering
      • Ballistics
      • Construction Expert
      • Improved Masonry
      • Good Materials
      • Everyday Engineer
      • Builder
      • Scavenger
      • Armorcraft
      • Wall Breaker
      • Imperial Fire
      • Resolute
    • Roguery
      • Party Raiding
      • Eye for Loot
      • For the Thrill
      • Slip into Shadows
      • Briber
      • Negotiator
      • Bribe Master
      • Escape Artist
      • Slave Trader
      • Merry men
    • Two Handed
      • Quick Plunder
      • Eviscerate
    • Tactics
      • Companion Cavalry
      • Tactical Superiority
      • One Step Ahead
      • Elusive
      • Bait
      • Logistics
      • Ambush Specialist
      • Phalanx
      • Hammer and Anvil
      • Trusted Commander
  • Policies
    • Land Grants For Veterans
  • Feats
    • Aserai Cheap Caravans
    • Battanian Forest Agility
    • Khuzait Cavalry Agility
    • Sturgian Snow Agility
  • Learning Rate explanation
  • Item Comparison perk-based coloring
  • Party Morale bonus being too low for >10 food variety
  • Fixed crash that occurs when the Neutral clan gains a clan tier
  • Warn user that early story quests will timeout
  • Fix detection of snowy terrain and apply snow movement debuff as a factor of snow density
Current Features
  • Enable and Disable the Intro Video
  • Enable and Disable Menu when encountering a neutral or enemy army.
  • Generate Diagnostic Report
  • Toggle recording First Chance Exception info (don't use unless troubleshooting bugs)
  • Automatically capture Diagnostic Info to the Clipboard when an Unhandled Exception crash occurs

If you use both mods, be sure that community fixes is loaded after diplomacy fixes in the load order. Also be sure to use the version of the mod in the files page listed specifically for 1.4.1, not the ones for 1.4. Do note that both mods aren't perfect and are active works in progress, but at least are safe to add/remove from any save file without causing issues. Also feel free to show the mod creators your support and thanks for their efforts.

I personally am very excited for the new perks being worked on and war/peace system involving payments and am very appreciative of the developers hard work, but until those come out I feel these have made 1.4.1 playable for me.
 
Iirc diplomacy fixes has issues with a lot of other mods and can cause crashing. Community fixes is even more problematic I used it for awhile until the mod anther stop supporting it on nexus and occasionally updated on github. It caused many crashes in my games so I ditched it a long time ago. The problem with mods at this point is most mod authors don't or can't keep up with the frequency of TW's updates so you get mods that don't work. It's a crap shoot using mods especially on the beta branches.
 
Iirc diplomacy fixes has issues with a lot of other mods and can cause crashing. Community fixes is even more problematic I used it for awhile until the mod anther stop supporting it on nexus and occasionally updated on github. It caused many crashes in my games so I ditched it a long time ago. The problem with mods at this point is most mod authors don't or can't keep up with the frequency of TW's updates so you get mods that don't work. It's a crap shoot using mods especially on the beta branches.

Yeah both have compatibility issues with other mods but work fine with each other and 1.4.1, again make sure you are using the 1.4.1 version of each mod.
 
Iirc diplomacy fixes has issues with a lot of other mods and can cause crashing. Community fixes is even more problematic I used it for awhile until the mod anther stop supporting it on nexus and occasionally updated on github. It caused many crashes in my games so I ditched it a long time ago. The problem with mods at this point is most mod authors don't or can't keep up with the frequency of TW's updates so you get mods that don't work. It's a crap shoot using mods especially on the beta branches.

I need so many to get the game right, I just quit playing for now.
 
The devs are bad so modders try to help the best they can.

Thanks them instead of saying it's useless at this time... They know their job is going to be broken at short term... But they do what they can for us to enjoy the broken game we were hyped for and we bought 50$.
 
Diplomacy fixes is great but not enough, kingdoms still declare war with 100% support when they already have 3 going on. It certainly ends them faster
 
The devs are bad so modders try to help the best they can.

Thanks them instead of saying it's useless at this time... They know their job is going to be broken at short term... But they do what they can for us to enjoy the broken game we were hyped for and we bought 50$.

I don't think you give the devs enough credit

Community fixes in particular is a collaborative, group effort with many people contributing and focusing on the one specific issue (namely, perks). Devs are tasked to work on all things as well as create new content, never mind the fact that modders would have 0 foundation without TW's work.
 
I guess you mean the Community Patch mod?

The thing is however, that this is set as one of the first mods you download when you use the fixed launcher, and NOT After the Diplomacy Fix mod.

PS I too had some issues with stability of this mod and the revolution mod but after the last updates from the modders everything works fine
And I highly recommend them
 
I don't think you give the devs enough credit

Community fixes in particular is a collaborative, group effort with many people contributing and focusing on the one specific issue (namely, perks). Devs are tasked to work on all things as well as create new content, never mind the fact that modders would have 0 foundation without TW's work.

Devs are +-100 and worked on the game for the last 8 years.

Bannerlord MP/SP is far less fun than warband but you're probably right I don't give devs enough credits.

"It's an EA" incoming...
 
The devs are bad so modders try to help the best they can.

Thanks them instead of saying it's useless at this time... They know their job is going to be broken at short term... But they do what they can for us to enjoy the broken game we were hyped for and we bought 50$.

I disagree, thank the dev's for making a game that we can mod.
trust me, if the dev's were bad then you would not see many modders here.
 
Devs are +-100 and worked on the game for the last 8 years.

Bannerlord MP/SP is far less fun than warband but you're probably right I don't give devs enough credits.

"It's an EA" incoming...

Nowhere in any of my posts have I said that game or devs don't deserve criticism.

But comparing modders to game developers and both what work they do and what is expected of them is just silly.
 
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