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Iron Will - Kleptomania
Being a criminal in Bannerlord is now more viable and flavorfull, with the mod Kleptomania's ability to steal trading goods and food from towns and villages. Although the interactions are limited to in-game menus, the goal is to create a Stealing mechanic with a feeling of risk vs reward similar from games like Skyrim, Kenshi, Fallout, Thief, and even Tabletop RPG.
After a simple Roguery skill check, you might be able to get an dynamic ammount of loot and leave without been seen by anyone. But BEWARE, if you get caught there will be consequences.
Keep in mind Stealing is different from the Native's Hostile Action "Force Peasants to give you supplies". The most important differences is that you dont have to fight the militia, chance to not get detected at all, can loot from towns, variable ammount of loot (sometimes more, sometimes less), amongst other things.
For now, only the player can interact with the steal menus.
This mod is compatible with the amazing Mod Configuration Menu (MCM) by Aragasas. This is a SOFT dependency and thus entirely optional but highly recommended.
Download and Links
- Iron Will - Kleptomania Nexus Mods page
- Iron Will - Kleptomania TaleWorlds Forums page
- Iron Will - Kleptomania ModDB page
- Iron Will Project GitHub
- 3 new menus for stealing from Villages and Towns, which allows player to steal trading goods, food or animal.
- Scalable Roguery XP on steal attempt, independent of the outcome. Current: 20 * learningRateBonus.
- Can steal without being detected (Skill Check with modifiers)
- If detected, decreases relationship with the settlement owner and settlement notable
- If detected, applies criminal rating with faction.
- If detected, player is confronted by civilian. The player can either bribe, persuade, call friendly gang leader support or give back.
- Dynammic minimun received ammount of goods (Skill Check with modifiers)
- Max ammount of availiable goods scales with settlement prosperity / hearth.
- Optional in-game configurable values with Mod Configuration Menu (MCM). This is a soft dependency.
- Configurable Experience value for Heroes and Generic Troops at "xxWoundXPSettings.xml". (note: MCM configuration takes priority and overrides this file)
- NLogger for debugging reasons at "KleptomaniaLog.txt".
Modifiers
There are some conditions that can change the outcome of a steal attempt. To have the best outcome, you have to try to get as much bonuses and as little penalties as you can.
Detection Chance (75% by default. Less = Good):
Minimun ammount of Goods (30% by default. More = Good):
Detection Chance (75% by default. Less = Good):
- Bonuses:
- Roguery Skill (max bonus is 50%)= -(SkillLevel / 5)%
- Night time = -10%
- Penalties:
- High Crime Rating = +20%
- Recent steal attempt at same faction (Decays by -5% every day) = +(NumberOfAttempts * 10)%
Minimun ammount of Goods (30% by default. More = Good):
- Bonuses:
- Roguery Skill (max bonus is 30%) = +(SkillLevel / 10)%
Remember: there is always a risk. Once the Modifiers have been calculated and you have waited long enough to find a steal opportunity at the settlement, two Random numbers from 1 to 100 will be created. Think about this like two d100, dices with 100 faces being thrown. These values will be used to calcule your steal result.
For the detection check, if the value are smaller than your "probability of detection" modifier you get detected while stealling. If you get detected, you will receive some consequences like:
*For the ammount of goods check*, each settlement has a "storage with goods inside", which has a dynamic number of goods based on the settlement health/prosperity. The random "dice" number will never go below "Minimun ammount of Goods" and will be a porcentage of the items inside the storage. No matter the outcome, this will take place on on loot:
For the detection check, if the value are smaller than your "probability of detection" modifier you get detected while stealling. If you get detected, you will receive some consequences like:
- Criminal rating with faction (25 for towns and 20 for villages by default)
- Decreases relationship with settlement notables (-15 by default, 2x if the player is from the same faction)
- Decreases relationship with settlement owner (-15 by default, 2x if the player is from the same faction)
- Only if from the same Faction, decreases relationship with Faction leader ( -15 x 2 by default)
*For the ammount of goods check*, each settlement has a "storage with goods inside", which has a dynamic number of goods based on the settlement health/prosperity. The random "dice" number will never go below "Minimun ammount of Goods" and will be a porcentage of the items inside the storage. No matter the outcome, this will take place on on loot:
- Penalty of +10% detection chance for each consecutive steal atempt for the same Faction. Consecutive steal atempt decays by -5% every day.
- Decreases settlement prosperity / hearth.
- Subtract items from the settlement item pool. (Be careful to not steal from settlement without any items, or you might get nothing.)
- Roguery XP thats scales with Learning Rate. Current: 20 * learningRateBonus.
- Pickpocketing
- Stealing from rich traders house
- Bonus to detection and minimun goods from the party's best Bandit troops.
- Stolen good fencing (aka not being able to sell to settlement it was stolen from)
Downloading Mod Configuration Menu (MCM) by Aragasas is highly recommended for best quality of life by changing mod settings in game. This is a SOFT dependency and thus entirely optional by the player. MCM settings takes priority before the XML settings file. So if the player haves MCM, the code will load stored info from MCM and then override XML file on startup every time.
However, if you choose to not install Mod Configuration Menu for some reason / imcompatibility, you can change the desired values of "xxKleptomaniaSettings.xml ". In this case during startup, the settings loads from the XML at "\Mount & Blade II Bannerlord\Modules\xxKleptomania\xxKleptomaniaSettings.xml".
Compatibility
Currently tested and working with e.1.5.2.
If you have any issue, please adress it at the Bugs tab in the Nexus mod page.
Kenshi, one of the major creative influences for this mod series.
But what is the "Iron Will" project?
Iron Will is a collection of mods for the game Mount & Blade 2: Bannerlord that adds many utilities to aid the player and his party to survive even in the harshest, rock botton environments. The main objetive is add immersive actions to balance the game difficulty curve without decreasing the challenge. This modpack might be useful with any mods that makes the game harder and more punishing.
Check out the Iron Will GitHub if you want to do any contribution, see how something is coded or to look how I do my workflow.
Current Mod List:
- Iron Will - Wound Experience
- Iron Will - Kleptomania
- Iron Will - Battlefield Scavenging (comming soon)
- Iron Will - Hunting Instinct (comming soon)
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